Initial commit: Client Doc docs Server Tools

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
ud18010
2026-07-10 10:24:29 +08:00
co-authored by Cursor
commit 7e35d8da31
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2026, 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.
*****************************************************************************/
using System;
using System.Collections;
using System.Collections.Generic;
namespace Spine {
/// <summary>
/// Stores the skeleton's draw order, which is the order that each slot's attachment is rendered.
/// </summary>
public class DrawOrder {
internal readonly ExposedList<Slot> setupPose, pose, constrainedPose;
internal ExposedList<Slot> appliedPose;
public DrawOrder (ExposedList<Slot> setupPose) {
this.setupPose = setupPose;
pose = new ExposedList<Slot>(setupPose);
constrainedPose = new ExposedList<Slot>();
appliedPose = pose;
}
/// <summary>Sets the unconstrained draw order to the setup pose order.</summary>
public void SetupPose () {
pose.EnsureSize(setupPose.Count);
Array.Copy(setupPose.Items, 0, pose.Items, 0, setupPose.Count);
}
/// <summary>The unconstrained draw order, set by animations and application code.</summary>
public ExposedList<Slot> Pose {
get {
return pose;
}
}
/// <summary>
/// The constrained draw order for rendering. If no constraints modify the draw order, this is the same as <see cref="pose"/>.
/// Otherwise it is a copy of <see cref="pose"/> modified by constraints.
/// </summary>
public ExposedList<Slot> AppliedPose {
get {
return appliedPose;
}
}
/// <summary>
/// Sets the applied pose to the unconstrained pose, for when no constraints will modify the draw order.
/// </summary>
internal void Unconstrained () {
appliedPose = pose;
}
/// <summary>
/// Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints.
/// </summary>
internal void Constrained () {
appliedPose = constrainedPose;
}
/// <summary>
/// Copies the unconstrained pose to the constrained pose, as a starting point for constraints to be applied.
/// </summary>
internal void ResetConstrained () { // Port: resetConstrained
constrainedPose.EnsureSize(pose.Count);
Array.Copy(pose.Items, 0, constrainedPose.Items, 0, pose.Count);
}
}
}