mirror of
https://github.com/geode-sdk/geode.git
synced 2024-11-27 09:55:34 -05:00
662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
92 lines
3.7 KiB
C++
92 lines
3.7 KiB
C++
/*******************************************************************************
|
|
* Copyright (c) 2013, Esoteric Software
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
*
|
|
* 1. Redistributions of source code must retain the above copyright notice, this
|
|
* list of conditions and the following disclaimer.
|
|
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
|
* this list of conditions and the following disclaimer in the documentation
|
|
* and/or other materials provided with the distribution.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
|
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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.
|
|
******************************************************************************/
|
|
|
|
#ifndef SPINE_SKELETON_H_
|
|
#define SPINE_SKELETON_H_
|
|
|
|
#include "SkeletonData.h"
|
|
#include "Slot.h"
|
|
#include "Skin.h"
|
|
|
|
namespace cocos2d { namespace extension {
|
|
|
|
typedef struct Skeleton Skeleton;
|
|
struct Skeleton {
|
|
SkeletonData* const data;
|
|
|
|
int boneCount;
|
|
Bone** bones;
|
|
Bone* const root;
|
|
|
|
int slotCount;
|
|
Slot** slots;
|
|
Slot** drawOrder;
|
|
|
|
Skin* const skin;
|
|
float r, g, b, a;
|
|
float time;
|
|
int/*bool*/flipX, flipY;
|
|
float x, y;
|
|
};
|
|
|
|
Skeleton* Skeleton_create (SkeletonData* data);
|
|
void Skeleton_dispose (Skeleton* self);
|
|
|
|
void Skeleton_updateWorldTransform (const Skeleton* self);
|
|
|
|
void Skeleton_setToSetupPose (const Skeleton* self);
|
|
void Skeleton_setBonesToSetupPose (const Skeleton* self);
|
|
void Skeleton_setSlotsToSetupPose (const Skeleton* self);
|
|
|
|
/* Returns 0 if the bone was not found. */
|
|
Bone* Skeleton_findBone (const Skeleton* self, const char* boneName);
|
|
/* Returns -1 if the bone was not found. */
|
|
int Skeleton_findBoneIndex (const Skeleton* self, const char* boneName);
|
|
|
|
/* Returns 0 if the slot was not found. */
|
|
Slot* Skeleton_findSlot (const Skeleton* self, const char* slotName);
|
|
/* Returns -1 if the slot was not found. */
|
|
int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName);
|
|
|
|
/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
|
|
* attached if the corresponding attachment from the old skin was attached.
|
|
* @param skin May be 0.*/
|
|
void Skeleton_setSkin (Skeleton* self, Skin* skin);
|
|
/* Returns 0 if the skin was not found. See Skeleton_setSkin.
|
|
* @param skinName May be 0. */
|
|
int Skeleton_setSkinByName (Skeleton* self, const char* skinName);
|
|
|
|
/* Returns 0 if the slot or attachment was not found. */
|
|
Attachment* Skeleton_getAttachmentForSlotName (const Skeleton* self, const char* slotName, const char* attachmentName);
|
|
/* Returns 0 if the slot or attachment was not found. */
|
|
Attachment* Skeleton_getAttachmentForSlotIndex (const Skeleton* self, int slotIndex, const char* attachmentName);
|
|
/* Returns 0 if the slot or attachment was not found. */
|
|
int Skeleton_setAttachment (Skeleton* self, const char* slotName, const char* attachmentName);
|
|
|
|
void Skeleton_update (Skeleton* self, float deltaTime);
|
|
|
|
}} // namespace cocos2d { namespace extension {
|
|
|
|
#endif /* SPINE_SKELETON_H_*/
|