SkeletonBatch.h 3.06 KB
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#ifndef SPINE_SKELETONBATCH_H_
#define SPINE_SKELETONBATCH_H_

#include <spine/spine.h>
#include "cocos2d.h"
#include <vector>

namespace spine {
    
    class SkeletonBatch {
    public:
        static SkeletonBatch* getInstance ();
        
        static void destroyInstance ();
        
        void update (float delta);
		
		cocos2d::V3F_C4B_T2F* allocateVertices(uint32_t numVertices);
		void deallocateVertices(uint32_t numVertices);
		unsigned short* allocateIndices(uint32_t numIndices);
		void deallocateIndices(uint32_t numVertices);
		cocos2d::TrianglesCommand* addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
        
    protected:
        SkeletonBatch ();
        virtual ~SkeletonBatch ();
		
		void reset ();
		
		cocos2d::TrianglesCommand* nextFreeCommand ();
		
		// pool of commands
		std::vector<cocos2d::TrianglesCommand*> _commandsPool;
		uint32_t _nextFreeCommand;
		
		// pool of vertices
		std::vector<cocos2d::V3F_C4B_T2F> _vertices;
		uint32_t _numVertices;
		
		// pool of indices
		spUnsignedShortArray* _indices;
    };
	
}

#endif // SPINE_SKELETONBATCH_H_