求解下面这段代码反编译之前的代码
public static final class TextureBlendMode extends Enum
{
public static TextureBlendMode valueOf(String s)
{
return (TextureBlendMode)Enum.valueOf(org/wysaid/nativePort/CGENativeLibrary$TextureBlendMode, s);
}
public static TextureBlendMode[] values()
{
return (TextureBlendMode[])$VALUES.clone();
}
private static final TextureBlendMode $VALUES[];
public static final TextureBlendMode CGE_BLEND_ADD;
public static final TextureBlendMode CGE_BLEND_ADDREV;
public static final TextureBlendMode CGE_BLEND_COLOR;
public static final TextureBlendMode CGE_BLEND_COLORBURN;
public static final TextureBlendMode CGE_BLEND_COLORBW;
public static final TextureBlendMode CGE_BLEND_COLORDODGE;
public static final TextureBlendMode CGE_BLEND_DARKEN;
public static final TextureBlendMode CGE_BLEND_DARKER_COLOR;
public static final TextureBlendMode CGE_BLEND_DIFFERENCE;
public static final TextureBlendMode CGE_BLEND_DISSOLVE;
public static final TextureBlendMode CGE_BLEND_DIVIDE;
public static final TextureBlendMode CGE_BLEND_EXCLUDE;
public static final TextureBlendMode CGE_BLEND_HARDLIGHT;
public static final TextureBlendMode CGE_BLEND_HARDMIX;
public static final TextureBlendMode CGE_BLEND_HUE;
public static final TextureBlendMode CGE_BLEND_LIGHTEN;
public static final TextureBlendMode CGE_BLEND_LIGHTERCOLOR;
public static final TextureBlendMode CGE_BLEND_LINEARBURN;
public static final TextureBlendMode CGE_BLEND_LINEARDODGE;
public static final TextureBlendMode CGE_BLEND_LINEARLIGHT;
public static final TextureBlendMode CGE_BLEND_LUMINOSITY;
public static final TextureBlendMode CGE_BLEND_MIX;
public static final TextureBlendMode CGE_BLEND_MULTIPLY;
public static final TextureBlendMode CGE_BLEND_OVERLAY;
public static final TextureBlendMode CGE_BLEND_PINLIGHT;
public static final TextureBlendMode CGE_BLEND_SATURATION;
public static final TextureBlendMode CGE_BLEND_SCREEN;
public static final TextureBlendMode CGE_BLEND_SOFTLIGHT;
public static final TextureBlendMode CGE_BLEND_SUBTRACT;
public static final TextureBlendMode CGE_BLEND_TYPE_MAX_NUM;
public static final TextureBlendMode CGE_BLEND_VIVIDLIGHT;
static
{
CGE_BLEND_MIX = new TextureBlendMode("CGE_BLEND_MIX", 0);
CGE_BLEND_DISSOLVE = new TextureBlendMode("CGE_BLEND_DISSOLVE", 1);
CGE_BLEND_DARKEN = new TextureBlendMode("CGE_BLEND_DARKEN", 2);
CGE_BLEND_MULTIPLY = new TextureBlendMode("CGE_BLEND_MULTIPLY", 3);
CGE_BLEND_COLORBURN = new TextureBlendMode("CGE_BLEND_COLORBURN", 4);
CGE_BLEND_LINEARBURN = new TextureBlendMode("CGE_BLEND_LINEARBURN", 5);
CGE_BLEND_DARKER_COLOR = new TextureBlendMode("CGE_BLEND_DARKER_COLOR", 6);
CGE_BLEND_LIGHTEN = new TextureBlendMode("CGE_BLEND_LIGHTEN", 7);
CGE_BLEND_SCREEN = new TextureBlendMode("CGE_BLEND_SCREEN", 8);
CGE_BLEND_COLORDODGE = new TextureBlendMode("CGE_BLEND_COLORDODGE", 9);
CGE_BLEND_LINEARDODGE = new TextureBlendMode("CGE_BLEND_LINEARDODGE", 10);
CGE_BLEND_LIGHTERCOLOR = new TextureBlendMode("CGE_BLEND_LIGHTERCOLOR", 11);
CGE_BLEND_OVERLAY = new TextureBlendMode("CGE_BLEND_OVERLAY", 12);
CGE_BLEND_SOFTLIGHT = new TextureBlendMode("CGE_BLEND_SOFTLIGHT", 13);
CGE_BLEND_HARDLIGHT = new TextureBlendMode("CGE_BLEND_HARDLIGHT", 14);
CGE_BLEND_VIVIDLIGHT = new TextureBlendMode("CGE_BLEND_VIVIDLIGHT", 15);
CGE_BLEND_LINEARLIGHT = new TextureBlendMode("CGE_BLEND_LINEARLIGHT", 16);
CGE_BLEND_PINLIGHT = new TextureBlendMode("CGE_BLEND_PINLIGHT", 17);
CGE_BLEND_HARDMIX = new TextureBlendMode("CGE_BLEND_HARDMIX", 18);
CGE_BLEND_DIFFERENCE = new TextureBlendMode("CGE_BLEND_DIFFERENCE", 19);
CGE_BLEND_EXCLUDE = new TextureBlendMode("CGE_BLEND_EXCLUDE", 20);
CGE_BLEND_SUBTRACT = new TextureBlendMode("CGE_BLEND_SUBTRACT", 21);
CGE_BLEND_DIVIDE = new TextureBlendMode("CGE_BLEND_DIVIDE", 22);
CGE_BLEND_HUE = new TextureBlendMode("CGE_BLEND_HUE", 23);
CGE_BLEND_SATURATION = new TextureBlendMode("CGE_BLEND_SATURATION", 24);
CGE_BLEND_COLOR = new TextureBlendMode("CGE_BLEND_COLOR", 25);
CGE_BLEND_LUMINOSITY = new TextureBlendMode("CGE_BLEND_LUMINOSITY", 26);
CGE_BLEND_ADD = new TextureBlendMode("CGE_BLEND_ADD", 27);
CGE_BLEND_ADDREV = new TextureBlendMode("CGE_BLEND_ADDREV", 28);
CGE_BLEND_COLORBW = new TextureBlendMode("CGE_BLEND_COLORBW", 29);
CGE_BLEND_TYPE_MAX_NUM = new TextureBlendMode("CGE_BLEND_TYPE_MAX_NUM", 30);
TextureBlendMode atextureblendmode[] = new TextureBlendMode[31];
atextureblendmode[0] = CGE_BLEND_MIX;
atextureblendmode[1] = CGE_BLEND_DISSOLVE;
atextureblendmode[2] = CGE_BLEND_DARKEN;
atextureblendmode[3] = CGE_BLEND_MULTIPLY;
atextureblendmode[4] = CGE_BLEND_COLORBURN;
atextureblendmode[5] = CGE_BLEND_LINEARBURN;
atextureblendmode[6] = CGE_BLEND_DARKER_COLOR;
atextureblendmode[7] = CGE_BLEND_LIGHTEN;
atextureblendmode[8] = CGE_BLEND_SCREEN;
atextureblendmode[9] = CGE_BLEND_COLORDODGE;
atextureblendmode[10] = CGE_BLEND_LINEARDODGE;
atextureblendmode[11] = CGE_BLEND_LIGHTERCOLOR;
atextureblendmode[12] = CGE_BLEND_OVERLAY;
atextureblendmode[13] = CGE_BLEND_SOFTLIGHT;
atextureblendmode[14] = CGE_BLEND_HARDLIGHT;
atextureblendmode[15] = CGE_BLEND_VIVIDLIGHT;
atextureblendmode[16] = CGE_BLEND_LINEARLIGHT;
atextureblendmode[17] = CGE_BLEND_PINLIGHT;
atextureblendmode[18] = CGE_BLEND_HARDMIX;
atextureblendmode[19] = CGE_BLEND_DIFFERENCE;
atextureblendmode[20] = CGE_BLEND_EXCLUDE;
atextureblendmode[21] = CGE_BLEND_SUBTRACT;
atextureblendmode[22] = CGE_BLEND_DIVIDE;
atextureblendmode[23] = CGE_BLEND_HUE;
atextureblendmode[24] = CGE_BLEND_SATURATION;
atextureblendmode[25] = CGE_BLEND_COLOR;
atextureblendmode[26] = CGE_BLEND_LUMINOSITY;
atextureblendmode[27] = CGE_BLEND_ADD;
atextureblendmode[28] = CGE_BLEND_ADDREV;
atextureblendmode[29] = CGE_BLEND_COLORBW;
atextureblendmode[30] = CGE_BLEND_TYPE_MAX_NUM;
$VALUES = atextureblendmode;
}
private TextureBlendMode(String s, int i)
{
super(s, i);
}
}
public enum TextureBlendMode
{
CGE_BLEND_MIX, // 0 正常
CGE_BLEND_DISSOLVE, // 1 溶解
CGE_BLEND_DARKEN, // 2 变暗
CGE_BLEND_MULTIPLY, // 3 正片叠底
CGE_BLEND_COLORBURN, // 4 颜色加深
CGE_BLEND_LINEARBURN, // 5 线性加深
CGE_BLEND_DARKER_COLOR, // 6 深色
CGE_BLEND_LIGHTEN, // 7 变亮
CGE_BLEND_SCREEN, // 8 滤色
CGE_BLEND_COLORDODGE, // 9 颜色减淡
CGE_BLEND_LINEARDODGE, // 10 线性减淡
CGE_BLEND_LIGHTERCOLOR, // 11 浅色
CGE_BLEND_OVERLAY, // 12 叠加
CGE_BLEND_SOFTLIGHT, // 13 柔光
CGE_BLEND_HARDLIGHT, // 14 强光
CGE_BLEND_VIVIDLIGHT, // 15 亮光
CGE_BLEND_LINEARLIGHT, // 16 线性光
CGE_BLEND_PINLIGHT, // 17 点光
CGE_BLEND_HARDMIX, // 18 实色混合
CGE_BLEND_DIFFERENCE, // 19 差值
CGE_BLEND_EXCLUDE, // 20 排除
CGE_BLEND_SUBTRACT, // 21 减去
CGE_BLEND_DIVIDE, // 22 划分
CGE_BLEND_HUE, // 23 色相
CGE_BLEND_SATURATION, // 24 饱和度
CGE_BLEND_COLOR, // 25 颜色
CGE_BLEND_LUMINOSITY, // 26 明度
///////////// More blend mode below (You can't see them in Adobe Photoshop) //////////////
CGE_BLEND_ADD, // 27
CGE_BLEND_ADDREV, // 28
CGE_BLEND_COLORBW, // 29
///////////// More blend mode above //////////////
CGE_BLEND_TYPE_MAX_NUM //Its value defines the max num of blend.
};
public enum TextureBlendMode {
CGE_BLEND_MIX, CGE_BLEND_DISSOLVE, CGE_BLEND_DARKEN, CGE_BLEND_MULTIPLY, CGE_BLEND_COLORBURN, CGE_BLEND_LINEARBURN, CGE_BLEND_DARKER_COLOR, CGE_BLEND_LIGHTEN, CGE_BLEND_SCREEN, CGE_BLEND_COLORDODGE, CGE_BLEND_LINEARDODGE, CGE_BLEND_LIGHTERCOLOR, CGE_BLEND_OVERLAY, CGE_BLEND_SOFTLIGHT, CGE_BLEND_HARDLIGHT, CGE_BLEND_VIVIDLIGHT, CGE_BLEND_LINEARLIGHT, CGE_BLEND_PINLIGHT, CGE_BLEND_HARDMIX, CGE_BLEND_DIFFERENCE, CGE_BLEND_EXCLUDE, CGE_BLEND_SUBTRACT, CGE_BLEND_DIVIDE, CGE_BLEND_HUE, CGE_BLEND_SATURATION, CGE_BLEND_COLOR, CGE_BLEND_LUMINOSITY, CGE_BLEND_ADD, CGE_BLEND_ADDREV, CGE_BLEND_COLORBW, CGE_BLEND_TYPE_MAX_NUM;
}
按数组里面的顺序