/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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. *****************************************************************************/ package com.esotericsoftware.spine.utils; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.Pool; import com.esotericsoftware.spine.AnimationState; import com.esotericsoftware.spine.AnimationState.TrackEntry; import com.esotericsoftware.spine.AnimationStateData; import com.esotericsoftware.spine.Skeleton; import com.esotericsoftware.spine.SkeletonData; import com.esotericsoftware.spine.SkeletonRenderer; import com.esotericsoftware.spine.Skin; public class SkeletonActorPool extends Pool<SkeletonActor> { private SkeletonRenderer renderer; SkeletonData skeletonData; AnimationStateData stateData; private final Pool<Skeleton> skeletonPool; private final Pool<AnimationState> statePool; private final Array<SkeletonActor> obtained; public SkeletonActorPool (SkeletonRenderer renderer, SkeletonData skeletonData, AnimationStateData stateData) { this(renderer, skeletonData, stateData, 16, Integer.MAX_VALUE); } public SkeletonActorPool (SkeletonRenderer renderer, SkeletonData skeletonData, AnimationStateData stateData, int initialCapacity, int max) { super(initialCapacity, max); this.renderer = renderer; this.skeletonData = skeletonData; this.stateData = stateData; obtained = new Array(false, initialCapacity); skeletonPool = new Pool<Skeleton>(initialCapacity, max) { protected Skeleton newObject () { return new Skeleton(SkeletonActorPool.this.skeletonData); } protected void reset (Skeleton skeleton) { skeleton.setColor(Color.WHITE); skeleton.setFlip(false, false); skeleton.setSkin((Skin)null); skeleton.setSkin(SkeletonActorPool.this.skeletonData.getDefaultSkin()); skeleton.setToSetupPose(); } }; statePool = new Pool<AnimationState>(initialCapacity, max) { protected AnimationState newObject () { return new AnimationState(SkeletonActorPool.this.stateData); } protected void reset (AnimationState state) { state.clearTracks(); state.clearListeners(); } }; } /** Each obtained skeleton actor that is no longer playing an animation is removed from the stage and returned to the pool. */ public void freeComplete () { Array<SkeletonActor> obtained = this.obtained; outer: for (int i = obtained.size - 1; i >= 0; i--) { SkeletonActor actor = obtained.get(i); Array<TrackEntry> tracks = actor.state.getTracks(); for (int ii = 0, nn = tracks.size; ii < nn; ii++) if (tracks.get(ii) != null) continue outer; free(actor); } } protected SkeletonActor newObject () { SkeletonActor actor = new SkeletonActor(); actor.setRenderer(renderer); return actor; } /** This pool keeps a reference to the obtained instance, so it should be returned to the pool via {@link #free(SkeletonActor)} * , {@link #freeAll(Array)} or {@link #freeComplete()} to avoid leaking memory. */ public SkeletonActor obtain () { SkeletonActor actor = super.obtain(); actor.setSkeleton(skeletonPool.obtain()); actor.setAnimationState(statePool.obtain()); obtained.add(actor); return actor; } protected void reset (SkeletonActor actor) { actor.remove(); obtained.removeValue(actor, true); skeletonPool.free(actor.getSkeleton()); statePool.free(actor.getAnimationState()); } public Array<SkeletonActor> getObtained () { return obtained; } }