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3 |    * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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接入cocos源码,编译未通过,继续修改 | 4 |    *
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游戏源码添加编译(现存问题:游戏内... | 5 |    * Copyright (c) 2013-2019, Esoteric Software LLC
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10 |    * 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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27 |    * 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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29 |    *****************************************************************************/
  
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75 |   #ifndef Spine_Atlas_h
  #define Spine_Atlas_h
  
  #include <spine/Vector.h>
  #include <spine/Extension.h>
  #include <spine/SpineObject.h>
  #include <spine/SpineString.h>
  #include <spine/HasRendererObject.h>
  
  namespace spine {
  enum Format {
  	Format_Alpha,
  	Format_Intensity,
  	Format_LuminanceAlpha,
  	Format_RGB565,
  	Format_RGBA4444,
  	Format_RGB888,
  	Format_RGBA8888
  };
  
  enum TextureFilter {
  	TextureFilter_Unknown,
  	TextureFilter_Nearest,
  	TextureFilter_Linear,
  	TextureFilter_MipMap,
  	TextureFilter_MipMapNearestNearest,
  	TextureFilter_MipMapLinearNearest,
  	TextureFilter_MipMapNearestLinear,
  	TextureFilter_MipMapLinearLinear
  };
  
  enum TextureWrap {
  	TextureWrap_MirroredRepeat,
  	TextureWrap_ClampToEdge,
  	TextureWrap_Repeat
  };
  
  class SP_API AtlasPage : public SpineObject, public HasRendererObject {
  public:
  	String name;
  	String texturePath;
  	Format format;
  	TextureFilter minFilter;
  	TextureFilter magFilter;
  	TextureWrap uWrap;
  	TextureWrap vWrap;
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77 |   	int width, height;
  
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81 |   	explicit AtlasPage(const String &inName) : name(inName), format(Format_RGBA8888), minFilter(TextureFilter_Nearest),
  		magFilter(TextureFilter_Nearest), uWrap(TextureWrap_ClampToEdge),
  		vWrap(TextureWrap_ClampToEdge), width(0), height(0) {
  	}
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83 |   };
  
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87 |   class SP_API AtlasRegion : public SpineObject {
  public:
  	AtlasPage *page;
  	String name;
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89 |   	int x, y, width, height;
  	float u, v, u2, v2;
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92 |   	int originalWidth, originalHeight;
  	int index;
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97 |   	bool rotate;
  	int degrees;
  	Vector<int> splits;
  	Vector<int> pads;
  };
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游戏源码添加编译(现存问题:游戏内... | 99 |   class TextureLoader;
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103 |   class SP_API Atlas : public SpineObject {
  public:
  	Atlas(const String &path, TextureLoader *textureLoader, bool createTexture = true);
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游戏源码添加编译(现存问题:游戏内... | 105 |   	Atlas(const char *data, int length, const char *dir, TextureLoader *textureLoader, bool createTexture = true);
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游戏源码添加编译(现存问题:游戏内... | 107 |   	~Atlas();
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114 |   	/// Returns the first region found with the specified name. This method uses String comparison to find the region, so the result
  	/// should be cached rather than calling this method multiple times.
  	/// @return The region, or NULL.
  	AtlasRegion *findRegion(const String &name);
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121 |   private:
  	Vector<AtlasPage *> _pages;
  	Vector<AtlasRegion *> _regions;
  	TextureLoader *_textureLoader;
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游戏源码添加编译(现存问题:游戏内... | 123 |   	void load(const char *begin, int length, const char *dir, bool createTexture);
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129 |   	class Str {
  	public:
  		const char *begin;
  		const char *end;
  	};
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154 |   	static void trim(Str *str);
  
  	/// Tokenize string without modification. Returns 0 on failure
  	static int readLine(const char **begin, const char *end, Str *str);
  
  	/// Moves str->begin past the first occurence of c. Returns 0 on failure
  	static int beginPast(Str *str, char c);
  
  	/// Returns 0 on failure
  	static int readValue(const char **begin, const char *end, Str *str);
  
  	/// Returns the number of tuple values read (1, 2, 4, or 0 for failure)
  	static int readTuple(const char **begin, const char *end, Str tuple[]);
  
  	static char *mallocString(Str *str);
  
  	static int indexOf(const char **array, int count, Str *str);
  
  	static int equals(Str *str, const char *other);
  
  	static int toInt(Str *str);
  
  	static Atlas *abortAtlas(Atlas *atlas);
  };
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接入cocos源码,编译未通过,继续修改 | 155 |   }
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接入cocos源码,编译未通过,继续修改 | 156 |   
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游戏源码添加编译(现存问题:游戏内... | 157 |   #endif /* Spine_Atlas_h */
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