增加重载
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@@ -312,7 +312,7 @@ namespace SpineViewer.Spine
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public string DefaultAnimationName { get => animationNames.Last(); }
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/// <summary>
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/// 当前动画名称
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/// 当前动画名称, 如果设置的动画不存在则忽略
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/// </summary>
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[TypeConverter(typeof(AnimationConverter))]
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[Category("动画"), DisplayName("当前动画")]
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@@ -330,35 +330,6 @@ namespace SpineViewer.Spine
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[Browsable(false)]
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public abstract RectangleF Bounds { get; }
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/// <summary>
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/// 获取初始状态下合适的 View, 参数单位为像素
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/// </summary>
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public SFML.Graphics.View GetInitView(uint width, uint height, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1)
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{
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var tmp = CurrentAnimation;
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CurrentAnimation = EMPTY_ANIMATION;
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var bounds = Bounds;
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CurrentAnimation = tmp;
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float sizeX = bounds.Width;
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float sizeY = bounds.Height;
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float innerW = width - paddingL - paddingR;
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float innerH = height - paddingT - paddingB;
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float scale = 1;
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if ((sizeY / sizeX) < (innerH / innerW))
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scale = sizeX / innerW; // 相同的 X, 视窗 Y 更大
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else
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scale = sizeY / innerH; // 相同的 Y, 视窗 X 更大
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var x = bounds.X + bounds.Width / 2 + ((float)paddingL - (float)paddingR) * scale;
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var y = bounds.Y + bounds.Height / 2 + ((float)paddingT - (float)paddingB) * scale;
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var viewX = width * scale;
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var viewY = height * scale;
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return new(new(x, y), new(viewX, -viewY));
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}
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/// <summary>
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/// 骨骼预览图
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/// </summary>
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@@ -405,19 +376,51 @@ namespace SpineViewer.Spine
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public abstract void Update(float delta);
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/// <summary>
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/// 顶点坐标缓冲区
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/// 获取初始状态下合适的 View, 参数单位为像素
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/// </summary>
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protected float[] worldVerticesBuffer = new float[1024];
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public SFML.Graphics.View GetInitView(Size resolution, Padding padding) =>
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GetInitView((uint)resolution.Width, (uint)resolution.Height, (uint)padding.Left, (uint)padding.Right, (uint)padding.Top, (uint)padding.Bottom);
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/// <summary>
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/// 顶点缓冲区
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/// 获取初始状态下合适的 View, 参数单位为像素
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/// </summary>
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protected SFML.Graphics.VertexArray vertexArray = new(SFML.Graphics.PrimitiveType.Triangles);
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public SFML.Graphics.View GetInitView(uint width, uint height, Padding padding) =>
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GetInitView(width, height, (uint)padding.Left, (uint)padding.Right, (uint)padding.Top, (uint)padding.Bottom);
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/// <summary>
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/// SFML.Graphics.Drawable 接口实现 TODO: 增加调试内容绘制
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/// 获取初始状态下合适的 View, 参数单位为像素
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/// </summary>
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public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
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public SFML.Graphics.View GetInitView(Size resolution, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1) =>
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GetInitView((uint)resolution.Width, (uint)resolution.Height, paddingL, paddingR, paddingT, paddingB);
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/// <summary>
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/// 获取初始状态下合适的 View, 参数单位为像素
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/// </summary>
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public SFML.Graphics.View GetInitView(uint width, uint height, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1)
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{
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var tmp = CurrentAnimation;
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CurrentAnimation = EMPTY_ANIMATION;
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var bounds = Bounds;
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CurrentAnimation = tmp;
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float sizeX = bounds.Width;
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float sizeY = bounds.Height;
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float innerW = width - paddingL - paddingR;
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float innerH = height - paddingT - paddingB;
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float scale = 1;
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if ((sizeY / sizeX) < (innerH / innerW))
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scale = sizeX / innerW; // 相同的 X, 视窗 Y 更大
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else
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scale = sizeY / innerH; // 相同的 Y, 视窗 X 更大
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var x = bounds.X + bounds.Width / 2 + ((float)paddingL - (float)paddingR) * scale;
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var y = bounds.Y + bounds.Height / 2 + ((float)paddingT - (float)paddingB) * scale;
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var viewX = width * scale;
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var viewY = height * scale;
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return new(new(x, y), new(viewX, -viewY));
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}
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/// <summary>
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/// 是否被选中
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@@ -442,5 +445,24 @@ namespace SpineViewer.Spine
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/// </summary>
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[Browsable(false)]
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public bool DebugBones { get; set; } = false;
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#region SFML.Graphics.Drawable 接口实现
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/// <summary>
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/// 顶点坐标缓冲区
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/// </summary>
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protected float[] worldVerticesBuffer = new float[1024];
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/// <summary>
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/// 顶点缓冲区
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/// </summary>
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protected SFML.Graphics.VertexArray vertexArray = new(SFML.Graphics.PrimitiveType.Triangles);
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/// <summary>
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/// SFML.Graphics.Drawable 接口实现 TODO: 增加调试内容绘制
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/// </summary>
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public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
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#endregion
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}
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}
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