2022-07-30 12:24:03 -04:00
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/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#ifndef SPINE_SKELETON_H_
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#define SPINE_SKELETON_H_
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2022-10-17 08:46:36 -04:00
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#include "SkeletonData.h"
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#include "Slot.h"
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#include "Skin.h"
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2022-07-30 12:24:03 -04:00
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namespace cocos2d { namespace extension {
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typedef struct Skeleton Skeleton;
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struct Skeleton {
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SkeletonData* const data;
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int boneCount;
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Bone** bones;
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Bone* const root;
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int slotCount;
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Slot** slots;
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Slot** drawOrder;
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Skin* const skin;
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float r, g, b, a;
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float time;
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int/*bool*/flipX, flipY;
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float x, y;
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};
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Skeleton* Skeleton_create (SkeletonData* data);
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void Skeleton_dispose (Skeleton* self);
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void Skeleton_updateWorldTransform (const Skeleton* self);
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void Skeleton_setToSetupPose (const Skeleton* self);
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void Skeleton_setBonesToSetupPose (const Skeleton* self);
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void Skeleton_setSlotsToSetupPose (const Skeleton* self);
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/* Returns 0 if the bone was not found. */
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Bone* Skeleton_findBone (const Skeleton* self, const char* boneName);
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/* Returns -1 if the bone was not found. */
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int Skeleton_findBoneIndex (const Skeleton* self, const char* boneName);
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/* Returns 0 if the slot was not found. */
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Slot* Skeleton_findSlot (const Skeleton* self, const char* slotName);
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/* Returns -1 if the slot was not found. */
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int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName);
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/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
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* attached if the corresponding attachment from the old skin was attached.
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* @param skin May be 0.*/
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void Skeleton_setSkin (Skeleton* self, Skin* skin);
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/* Returns 0 if the skin was not found. See Skeleton_setSkin.
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* @param skinName May be 0. */
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int Skeleton_setSkinByName (Skeleton* self, const char* skinName);
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/* Returns 0 if the slot or attachment was not found. */
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Attachment* Skeleton_getAttachmentForSlotName (const Skeleton* self, const char* slotName, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found. */
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Attachment* Skeleton_getAttachmentForSlotIndex (const Skeleton* self, int slotIndex, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found. */
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int Skeleton_setAttachment (Skeleton* self, const char* slotName, const char* attachmentName);
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void Skeleton_update (Skeleton* self, float deltaTime);
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}} // namespace cocos2d { namespace extension {
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#endif /* SPINE_SKELETON_H_*/
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