SkeletonBatch.h 2.88 KB
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 * Copyright (c) 2013-2019, Esoteric Software LLC
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#ifndef SPINE_SKELETONBATCH_H_
#define SPINE_SKELETONBATCH_H_

#include "cocos2d.h"
#if COCOS2D_VERSION < 0x00040000

#include <spine/spine.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
		Vector<unsigned short> _indices;
	};

}

#endif

#endif // SPINE_SKELETONBATCH_H_