|
@@ -0,0 +1,90 @@
|
|
|
|
+/******************************************************************************
|
|
|
|
+ * Spine Runtimes Software License v2.5
|
|
|
|
+ *
|
|
|
|
+ * Copyright (c) 2013-2016, Esoteric Software
|
|
|
|
+ * All rights reserved.
|
|
|
|
+ *
|
|
|
|
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
|
|
|
|
+ * non-transferable license to use, install, execute, and perform the Spine
|
|
|
|
+ * Runtimes software and derivative works solely for personal or internal
|
|
|
|
+ * use. Without the written permission of Esoteric Software (see Section 2 of
|
|
|
|
+ * the Spine Software License Agreement), you may not (a) modify, translate,
|
|
|
|
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
|
|
|
|
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
|
|
|
|
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
|
|
|
+ * or other intellectual property or proprietary rights notices on or in the
|
|
|
|
+ * Software, including any copy thereof. Redistributions in binary or source
|
|
|
|
+ * form must include this license and terms.
|
|
|
|
+ *
|
|
|
|
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, 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;
|
|
|
|
+
|
|
|
|
+ /** 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) {
|
|
|
|
+ skeleton.setPosition(x, y);
|
|
|
|
+ skeleton.updateWorldTransform();
|
|
|
|
+ renderer.draw(batch, skeleton);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+ }
|
|
|
|
+}
|