| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 1 |   /******************************************************************************
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 2
3 |    * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 4 |    *
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 5 |    * Copyright (c) 2013-2019, Esoteric Software LLC
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 6 |    *
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 7
8
9
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
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 11 |    *
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
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.
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 28
29 |    *****************************************************************************/
  
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 30
31 |   #ifndef Spine_MeshAttachment_h
  #define Spine_MeshAttachment_h
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 32 |   
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 33 |   #include <spine/VertexAttachment.h>
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79 |   #include <spine/Vector.h>
  #include <spine/Color.h>
  #include <spine/HasRendererObject.h>
  
  namespace spine {
  	/// Attachment that displays a texture region using a mesh.
  	class SP_API MeshAttachment : public VertexAttachment, public HasRendererObject {
  		friend class SkeletonBinary;
  		friend class SkeletonJson;
  		friend class AtlasAttachmentLoader;
  
  		RTTI_DECL
  
  	public:
  		explicit MeshAttachment(const String& name);
  
  		virtual ~MeshAttachment();
  
  		void updateUVs();
  
  		int getHullLength();
  		void setHullLength(int inValue);
  
  		Vector<float>& getRegionUVs();
  
  		/// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateUVs
  		Vector<float>& getUVs();
  
  		Vector<unsigned short>& getTriangles();
  
  		Color& getColor();
  
  		const String& getPath();
  		void setPath(const String& inValue);
  
  		float getRegionU();
  		void setRegionU(float inValue);
  
  		float getRegionV();
  		void setRegionV(float inValue);
  
  		float getRegionU2();
  		void setRegionU2(float inValue);
  
  		float getRegionV2();
  		void setRegionV2(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 80 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 81
82 |   		bool getRegionRotate();
  		void setRegionRotate(bool inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 83 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 84
85 |   		int getRegionDegrees();
  		void setRegionDegrees(int inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 86 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 87
88 |   		float getRegionOffsetX();
  		void setRegionOffsetX(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 89 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 90
91
92 |   		// Pixels stripped from the bottom left, unrotated.
  		float getRegionOffsetY();
  		void setRegionOffsetY(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 93 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 94
95 |   		float getRegionWidth();
  		void setRegionWidth(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 96 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 97
98
99 |   		// Unrotated, stripped size.
  		float getRegionHeight();
  		void setRegionHeight(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 100 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 101
102 |   		float getRegionOriginalWidth();
  		void setRegionOriginalWidth(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 103 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 104
105
106 |   		// Unrotated, unstripped size.
  		float getRegionOriginalHeight();
  		void setRegionOriginalHeight(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 107 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 108
109 |   		MeshAttachment* getParentMesh();
  		void setParentMesh(MeshAttachment* inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 110 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 111
112
113
114
115
116 |   		// Nonessential.
  		Vector<unsigned short>& getEdges();
  		float getWidth();
  		void setWidth(float inValue);
  		float getHeight();
  		void setHeight(float inValue);
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 117 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 118 |   		virtual Attachment* copy();
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 119 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 120 |   		MeshAttachment* newLinkedMesh();
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 121 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140 |   	private:
  		float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
  		MeshAttachment* _parentMesh;
  		Vector<float> _uvs;
  		Vector<float> _regionUVs;
  		Vector<unsigned short> _triangles;
  		Vector<unsigned short> _edges;
  		String _path;
  		float _regionU;
  		float _regionV;
  		float _regionU2;
  		float _regionV2;
  		float _width;
  		float _height;
  		Color _color;
  		int _hullLength;
  		bool _regionRotate;
  		int _regionDegrees;
  	};
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 141 |   }
 | 
| 520389e3  xiaoyu
 
接入cocos源码,编译未通过,继续修改 | 142 |   
 | 
| 5daad4bc  xiaoyu
 
游戏源码添加编译(现存问题:游戏内... | 143 |   #endif /* Spine_MeshAttachment_h */
 |