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/******************************************************************************
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* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* 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
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*
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* 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.
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*****************************************************************************/
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#ifndef Spine_VertexEffect_h
#define Spine_VertexEffect_h
#include <spine/SpineObject.h>
#include <spine/MathUtil.h>
namespace spine {
class Skeleton;
class Color;
class SP_API VertexEffect: public SpineObject {
public:
virtual void begin(Skeleton& skeleton) = 0;
virtual void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark) = 0;
virtual void end() = 0;
};
class SP_API JitterVertexEffect: public VertexEffect {
public:
JitterVertexEffect(float jitterX, float jitterY);
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void begin(Skeleton& skeleton);
void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
void end();
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void setJitterX(float jitterX);
float getJitterX();
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void setJitterY(float jitterY);
float getJitterY();
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protected:
float _jitterX;
float _jitterY;
};
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class SP_API SwirlVertexEffect: public VertexEffect {
public:
SwirlVertexEffect(float radius, Interpolation &interpolation);
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void begin(Skeleton& skeleton);
void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
void end();
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void setCenterX(float centerX);
float getCenterX();
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void setCenterY(float centerY);
float getCenterY();
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void setRadius(float radius);
float getRadius();
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void setAngle(float angle);
float getAngle();
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void setWorldX(float worldX);
float getWorldX();
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void setWorldY(float worldY);
float getWorldY();
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protected:
float _centerX;
float _centerY;
float _radius;
float _angle;
float _worldX;
float _worldY;
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Interpolation& _interpolation;
};
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}
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#endif /* Spine_VertexEffect_h */
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