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BusyRabbit/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/include/spine/Atlas.h
2025-09-23 02:52:33 +08:00

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#ifndef Spine_Atlas_h
#define Spine_Atlas_h
#include <spine/Vector.h>
#include <spine/Extension.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/HasRendererObject.h>
#include "TextureRegion.h"
namespace spine {
enum Format {
Format_Alpha,
Format_Intensity,
Format_LuminanceAlpha,
Format_RGB565,
Format_RGBA4444,
Format_RGB888,
Format_RGBA8888
};
// Our TextureFilter collides with UE4's TextureFilter in unity builds. We rename
// TextureFilter to SpineTextureFilter in UE4.
#ifdef SPINE_UE4
#define TEXTURE_FILTER_ENUM SpineTextureFilter
#else
#define TEXTURE_FILTER_ENUM TextureFilter
#endif
enum TEXTURE_FILTER_ENUM {
TextureFilter_Unknown,
TextureFilter_Nearest,
TextureFilter_Linear,
TextureFilter_MipMap,
TextureFilter_MipMapNearestNearest,
TextureFilter_MipMapLinearNearest,
TextureFilter_MipMapNearestLinear,
TextureFilter_MipMapLinearLinear
};
enum TextureWrap {
TextureWrap_MirroredRepeat,
TextureWrap_ClampToEdge,
TextureWrap_Repeat
};
class SP_API AtlasPage : public SpineObject {
public:
String name;
String texturePath;
Format format;
TEXTURE_FILTER_ENUM minFilter;
TEXTURE_FILTER_ENUM magFilter;
TextureWrap uWrap;
TextureWrap vWrap;
int width, height;
bool pma;
int index;
void *texture;
explicit AtlasPage(const String &inName) : name(inName), format(Format_RGBA8888),
minFilter(TextureFilter_Nearest),
magFilter(TextureFilter_Nearest), uWrap(TextureWrap_ClampToEdge),
vWrap(TextureWrap_ClampToEdge), width(0), height(0), pma(false), index(0), texture(NULL) {
}
};
class SP_API AtlasRegion : public TextureRegion {
public:
AtlasPage *page;
String name;
int index;
int x, y;
Vector<int> splits;
Vector<int> pads;
Vector <String> names;
Vector<float> values;
};
class TextureLoader;
class SP_API Atlas : public SpineObject {
public:
Atlas(const String &path, TextureLoader *textureLoader, bool createTexture = true);
Atlas(const char *data, int length, const char *dir, TextureLoader *textureLoader, bool createTexture = true);
~Atlas();
void flipV();
/// Returns the first region found with the specified name. This method uses String comparison to find the region, so the result
/// should be cached rather than calling this method multiple times.
/// @return The region, or NULL.
AtlasRegion *findRegion(const String &name);
Vector<AtlasPage *> &getPages();
Vector<AtlasRegion *> &getRegions();
private:
Vector<AtlasPage *> _pages;
Vector<AtlasRegion *> _regions;
TextureLoader *_textureLoader;
void load(const char *begin, int length, const char *dir, bool createTexture);
};
}
#endif /* Spine_Atlas_h */