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ios/cocos2d/cocos/editor-support/spine/HasRendererObject.h 2.41 KB
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  /******************************************************************************
   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
   *
   * Copyright (c) 2013-2019, 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   *****************************************************************************/
  
  #ifndef Spine_HasRendererObject_h
  #define Spine_HasRendererObject_h
  
  namespace spine {
  
  typedef void (*DisposeRendererObject) (void* rendererObject);
  
  class SP_API HasRendererObject {
  public:
  	explicit HasRendererObject() : _rendererObject(NULL), _dispose(NULL) {};
  
  	virtual ~HasRendererObject() {
  		if (_dispose && _rendererObject)
  			_dispose(_rendererObject);
  	}
  
  	void* getRendererObject() { return _rendererObject; }
  	void setRendererObject(void* rendererObject, DisposeRendererObject dispose = NULL) {
          if (_dispose && _rendererObject && _rendererObject != rendererObject)
              _dispose(_rendererObject);
          
  		_rendererObject = rendererObject;
  		_dispose = dispose;
  	}
  private:
  	void *_rendererObject;
  	DisposeRendererObject _dispose;
  };
  
  }
  
  #endif