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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine.utils;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.scenes.scene2d.utils.BaseDrawable;
import com.esotericsoftware.spine.AnimationState;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonRenderer;
/** A scene2d drawable that draws a skeleton. The animation state and skeleton must be updated each frame, or
* {@link #update(float)} called each frame. */
public class SkeletonDrawable extends BaseDrawable {
private SkeletonRenderer renderer;
private Skeleton skeleton;
AnimationState state;
private boolean resetBlendFunction = true;
/** Creates an uninitialized SkeletonDrawable. The renderer, skeleton, and animation state must be set before use. */
public SkeletonDrawable () {
}
public SkeletonDrawable (SkeletonRenderer renderer, Skeleton skeleton, AnimationState state) {
this.renderer = renderer;
this.skeleton = skeleton;
this.state = state;
}
public void update (float delta) {
state.update(delta);
state.apply(skeleton);
}
public void draw (Batch batch, float x, float y, float width, float height) {
int blendSrc = batch.getBlendSrcFunc(), blendDst = batch.getBlendDstFunc();
int blendSrcAlpha = batch.getBlendSrcFuncAlpha(), blendDstAlpha = batch.getBlendDstFuncAlpha();
skeleton.setPosition(x, y);
skeleton.updateWorldTransform();
renderer.draw(batch, skeleton);
if (resetBlendFunction) batch.setBlendFunctionSeparate(blendSrc, blendDst, blendSrcAlpha, blendDstAlpha);
}
public SkeletonRenderer getRenderer () {
return renderer;
}
public void setRenderer (SkeletonRenderer renderer) {
this.renderer = renderer;
}
public Skeleton getSkeleton () {
return skeleton;
}
public void setSkeleton (Skeleton skeleton) {
this.skeleton = skeleton;
}
public AnimationState getAnimationState () {
return state;
}
public void setAnimationState (AnimationState state) {
this.state = state;
}
public boolean getResetBlendFunction () {
return resetBlendFunction;
}
/** If false, the blend function will be left as whatever {@link SkeletonRenderer#draw(Batch, Skeleton)} set. This can reduce
* batch flushes in some cases, but means other rendering may need to first set the blend function. Default is true. */
public void setResetBlendFunction (boolean resetBlendFunction) {
this.resetBlendFunction = resetBlendFunction;
}
}