/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * 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 * * 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_VertexEffect_h #define Spine_VertexEffect_h #include #include 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); void begin(Skeleton& skeleton); void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark); void end(); void setJitterX(float jitterX); float getJitterX(); void setJitterY(float jitterY); float getJitterY(); protected: float _jitterX; float _jitterY; }; class SP_API SwirlVertexEffect: public VertexEffect { public: SwirlVertexEffect(float radius, Interpolation &interpolation); void begin(Skeleton& skeleton); void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark); void end(); void setCenterX(float centerX); float getCenterX(); void setCenterY(float centerY); float getCenterY(); void setRadius(float radius); float getRadius(); void setAngle(float angle); float getAngle(); void setWorldX(float worldX); float getWorldX(); void setWorldY(float worldY); float getWorldY(); protected: float _centerX; float _centerY; float _radius; float _angle; float _worldX; float _worldY; Interpolation& _interpolation; }; } #endif /* Spine_VertexEffect_h */