void CS_DISPLAY_SPRITE_ADD(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData) { SpriteDisplayData *sdp = SpriteDisplayData::create(); sdp->copy((SpriteDisplayData*)displayData); decoDisplay->setDisplayData(sdp); CS_DISPLAY_SPRITE_CREATE(bone, decoDisplay); }
void CS_DISPLAY_CREATE(Bone *bone, DecorativeDisplay *decoDisplay) { switch(decoDisplay->getDisplayData()->displayType) { case CS_DISPLAY_SPRITE: CS_DISPLAY_SPRITE_CREATE(bone, decoDisplay); break; case CS_DISPLAY_PARTICLE: CS_DISPLAY_PARTICLE_CREATE(bone, decoDisplay); break; case CS_DISPLAY_ARMATURE: CS_DISPLAY_ARMATURE_CREATE(bone, decoDisplay); break; default: break; } }