Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>
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/// Stores the skeleton's draw order, which is the order that each slot's attachment is rendered.
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/// </summary>
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public class DrawOrder {
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internal readonly ExposedList<Slot> setupPose, pose, constrainedPose;
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internal ExposedList<Slot> appliedPose;
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public DrawOrder (ExposedList<Slot> setupPose) {
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this.setupPose = setupPose;
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pose = new ExposedList<Slot>(setupPose);
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constrainedPose = new ExposedList<Slot>();
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appliedPose = pose;
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}
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/// <summary>Sets the unconstrained draw order to the setup pose order.</summary>
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public void SetupPose () {
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pose.EnsureSize(setupPose.Count);
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Array.Copy(setupPose.Items, 0, pose.Items, 0, setupPose.Count);
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}
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/// <summary>The unconstrained draw order, set by animations and application code.</summary>
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public ExposedList<Slot> Pose {
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get {
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return pose;
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}
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}
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/// <summary>
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/// The constrained draw order for rendering. If no constraints modify the draw order, this is the same as <see cref="pose"/>.
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/// Otherwise it is a copy of <see cref="pose"/> modified by constraints.
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/// </summary>
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public ExposedList<Slot> AppliedPose {
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get {
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return appliedPose;
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}
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}
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/// <summary>
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/// Sets the applied pose to the unconstrained pose, for when no constraints will modify the draw order.
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/// </summary>
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internal void Unconstrained () {
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appliedPose = pose;
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}
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/// <summary>
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/// Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints.
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/// </summary>
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internal void Constrained () {
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appliedPose = constrainedPose;
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}
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/// <summary>
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/// Copies the unconstrained pose to the constrained pose, as a starting point for constraints to be applied.
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/// </summary>
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internal void ResetConstrained () { // Port: resetConstrained
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constrainedPose.EnsureSize(pose.Count);
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Array.Copy(pose.Items, 0, constrainedPose.Items, 0, pose.Count);
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}
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}
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}
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