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Fixes to get Windows platform to compile

- Renamed Skeleton to SkeletonObject
- All other platforms except for Android updated with these changes
Mike Lilligreen 11 years ago
parent
commit
2ab09eaccd

+ 1 - 1
engine/compilers/Make/Torque2D

@@ -37,7 +37,7 @@ SOURCES := ../../source/2d/assets/AnimationAsset.cc \
 	../../source/2d/sceneobject/SceneObjectSet.cc \
 	../../source/2d/sceneobject/Scroller.cc \
 	../../source/2d/sceneobject/ShapeVector.cc \
-	../../source/2d/sceneobject/Skeleton.cc \
+	../../source/2d/sceneobject/SkeletonObject.cc \
 	../../source/2d/sceneobject/Sprite.cc \
 	../../source/2d/sceneobject/Trigger.cc \
 	../../source/2d/scene/ContactFilter.cc \

+ 54 - 3
engine/compilers/VisualStudio 2010/Torque 2D.vcxproj

@@ -72,7 +72,7 @@
     </Midl>
     <ClCompile>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/testing/googleTest;../../source/testing/googleTest/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/spine;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <PreprocessorDefinitions>TORQUE_DEBUG;TORQUE_DEBUG_GUARD;_CRT_SECURE_NO_DEPRECATE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
       <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
@@ -119,7 +119,7 @@
     <ClCompile>
       <Optimization>MinSpace</Optimization>
       <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
-      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/testing/googleTest;../../source/testing/googleTest/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/spine;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <PreprocessorDefinitions>UNICODE;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <StringPooling>true</StringPooling>
       <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
@@ -178,7 +178,7 @@
     <ClCompile>
       <Optimization>MinSpace</Optimization>
       <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
-      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;../../source/spine;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <PreprocessorDefinitions>TORQUE_SHIPPING;UNICODE;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <StringPooling>true</StringPooling>
       <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
@@ -238,6 +238,7 @@
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetEmitter.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetField.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetFieldCollection.cc" />
+    <ClCompile Include="..\..\source\2d\assets\SkeletonAsset.cc" />
     <ClCompile Include="..\..\source\2d\controllers\AmbientForceController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\BuoyancyController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\core\GroupedSceneController.cc" />
@@ -268,6 +269,7 @@
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObjectSet.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Scroller.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\ShapeVector.cc" />
+    <ClCompile Include="..\..\source\2d\sceneobject\SkeletonObject.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Sprite.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Trigger.cc" />
     <ClCompile Include="..\..\source\2d\scene\ContactFilter.cc" />
@@ -576,6 +578,28 @@
     <ClCompile Include="..\..\source\sim\SimObjectList.cc" />
     <ClCompile Include="..\..\source\sim\simSerialize.cpp" />
     <ClCompile Include="..\..\source\sim\simSet.cc" />
+    <ClCompile Include="..\..\source\spine\Animation.c" />
+    <ClCompile Include="..\..\source\spine\AnimationState.c" />
+    <ClCompile Include="..\..\source\spine\AnimationStateData.c" />
+    <ClCompile Include="..\..\source\spine\Atlas.c" />
+    <ClCompile Include="..\..\source\spine\AtlasAttachmentLoader.c" />
+    <ClCompile Include="..\..\source\spine\Attachment.c" />
+    <ClCompile Include="..\..\source\spine\AttachmentLoader.c" />
+    <ClCompile Include="..\..\source\spine\Bone.c" />
+    <ClCompile Include="..\..\source\spine\BoneData.c" />
+    <ClCompile Include="..\..\source\spine\BoundingBoxAttachment.c" />
+    <ClCompile Include="..\..\source\spine\Event.c" />
+    <ClCompile Include="..\..\source\spine\EventData.c" />
+    <ClCompile Include="..\..\source\spine\extension.c" />
+    <ClCompile Include="..\..\source\spine\Json.c" />
+    <ClCompile Include="..\..\source\spine\RegionAttachment.c" />
+    <ClCompile Include="..\..\source\spine\Skeleton.c" />
+    <ClCompile Include="..\..\source\spine\SkeletonBounds.c" />
+    <ClCompile Include="..\..\source\spine\SkeletonData.c" />
+    <ClCompile Include="..\..\source\spine\SkeletonJson.c" />
+    <ClCompile Include="..\..\source\spine\Skin.c" />
+    <ClCompile Include="..\..\source\spine\Slot.c" />
+    <ClCompile Include="..\..\source\spine\SlotData.c" />
     <ClCompile Include="..\..\source\string\findMatch.cc" />
     <ClCompile Include="..\..\source\string\stringBuffer.cc" />
     <ClCompile Include="..\..\source\string\stringStack.cc" />
@@ -628,6 +652,8 @@
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetField.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetFieldCollection.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAsset_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset.h" />
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\controllers\AmbientForceController.h" />
     <ClInclude Include="..\..\source\2d\controllers\AmbientForceController_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\controllers\BuoyancyController.h" />
@@ -682,6 +708,8 @@
     <ClInclude Include="..\..\source\2d\sceneobject\Scroller_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject.h" />
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Sprite.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Sprite_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Trigger.h" />
@@ -1130,6 +1158,29 @@
     <ClInclude Include="..\..\source\sim\simSerialize_ScriptBinding.h" />
     <ClInclude Include="..\..\source\sim\simSet.h" />
     <ClInclude Include="..\..\source\sim\simSet_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\spine\Animation.h" />
+    <ClInclude Include="..\..\source\spine\AnimationState.h" />
+    <ClInclude Include="..\..\source\spine\AnimationStateData.h" />
+    <ClInclude Include="..\..\source\spine\Atlas.h" />
+    <ClInclude Include="..\..\source\spine\AtlasAttachmentLoader.h" />
+    <ClInclude Include="..\..\source\spine\Attachment.h" />
+    <ClInclude Include="..\..\source\spine\AttachmentLoader.h" />
+    <ClInclude Include="..\..\source\spine\Bone.h" />
+    <ClInclude Include="..\..\source\spine\BoneData.h" />
+    <ClInclude Include="..\..\source\spine\BoundingBoxAttachment.h" />
+    <ClInclude Include="..\..\source\spine\Event.h" />
+    <ClInclude Include="..\..\source\spine\EventData.h" />
+    <ClInclude Include="..\..\source\spine\extension.h" />
+    <ClInclude Include="..\..\source\spine\Json.h" />
+    <ClInclude Include="..\..\source\spine\RegionAttachment.h" />
+    <ClInclude Include="..\..\source\spine\Skeleton.h" />
+    <ClInclude Include="..\..\source\spine\SkeletonBounds.h" />
+    <ClInclude Include="..\..\source\spine\SkeletonData.h" />
+    <ClInclude Include="..\..\source\spine\SkeletonJson.h" />
+    <ClInclude Include="..\..\source\spine\Skin.h" />
+    <ClInclude Include="..\..\source\spine\Slot.h" />
+    <ClInclude Include="..\..\source\spine\SlotData.h" />
+    <ClInclude Include="..\..\source\spine\spine.h" />
     <ClInclude Include="..\..\source\string\findMatch.h" />
     <ClInclude Include="..\..\source\string\stringBuffer.h" />
     <ClInclude Include="..\..\source\string\stringBuffer_ScriptBinding.h" />

+ 156 - 0
engine/compilers/VisualStudio 2010/Torque 2D.vcxproj.filters

@@ -196,6 +196,9 @@
     <Filter Include="input\leapMotion">
       <UniqueIdentifier>{aa5d5692-e20a-4608-b3ee-390b3089fcb2}</UniqueIdentifier>
     </Filter>
+    <Filter Include="spine">
+      <UniqueIdentifier>{66c23a1a-4275-490a-aaf0-7a6796ec5fa2}</UniqueIdentifier>
+    </Filter>
   </ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\source\audio\audio.cc">
@@ -1350,6 +1353,78 @@
     <ClCompile Include="..\..\source\math\mPoint.cpp">
       <Filter>math</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\source\2d\sceneobject\SkeletonObject.cc">
+      <Filter>2d\sceneobject</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Animation.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AnimationState.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AnimationStateData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Atlas.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AtlasAttachmentLoader.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Attachment.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AttachmentLoader.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Bone.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\BoneData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\BoundingBoxAttachment.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Event.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\EventData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\extension.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Json.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\RegionAttachment.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Skeleton.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SkeletonBounds.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SkeletonData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SkeletonJson.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Skin.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Slot.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SlotData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\2d\assets\SkeletonAsset.cc">
+      <Filter>2d\assets</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\source\audio\audio.h">
@@ -3003,6 +3078,87 @@
     <ClInclude Include="..\..\source\input\leapMotion\leapMotionUtil.h">
       <Filter>input\leapMotion</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject_ScriptBinding.h">
+      <Filter>2d\sceneobject</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject.h">
+      <Filter>2d\sceneobject</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Animation.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AnimationState.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AnimationStateData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Atlas.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AtlasAttachmentLoader.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Attachment.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AttachmentLoader.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Bone.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\BoneData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\BoundingBoxAttachment.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Event.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\EventData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\extension.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Json.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\RegionAttachment.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Skeleton.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SkeletonBounds.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SkeletonData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SkeletonJson.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Skin.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Slot.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SlotData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\spine.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset.h">
+      <Filter>2d\assets</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset_ScriptBinding.h">
+      <Filter>2d\assets</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <CustomBuild Include="..\..\source\math\mMath_ASM.asm">

+ 53 - 2
engine/compilers/VisualStudio 2012/Torque 2D.vcxproj

@@ -75,7 +75,7 @@
     </Midl>
     <ClCompile>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;../../Source/persistence/libjson;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/testing/googleTest;../../source/testing/googleTest/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../source;../../source/persistence/rapidjson/include;../../source/persistence/libjson;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/spine;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <PreprocessorDefinitions>TORQUE_DEBUG;TORQUE_DEBUG_GUARD;_CRT_SECURE_NO_DEPRECATE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
       <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
@@ -124,7 +124,7 @@
     <ClCompile>
       <Optimization>MinSpace</Optimization>
       <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
-      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../Source/persistence/rapidjson/include;../../Source/persistence/libjson;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/testing/googleTest;../../source/testing/googleTest/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>../../Lib/LeapSDK/include;../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../source;../../source/persistence/rapidjson/include;../../source/persistence/libjson;../../source/testing/googleTest;../../source/testing/googleTest/include;../../source/spine;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <PreprocessorDefinitions>UNICODE;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <StringPooling>true</StringPooling>
       <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
@@ -245,6 +245,7 @@
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetEmitter.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetField.cc" />
     <ClCompile Include="..\..\source\2d\assets\ParticleAssetFieldCollection.cc" />
+    <ClCompile Include="..\..\source\2d\assets\SkeletonAsset.cc" />
     <ClCompile Include="..\..\source\2d\controllers\AmbientForceController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\core\GroupedSceneController.cc" />
     <ClCompile Include="..\..\source\2d\controllers\core\PickingSceneController.cc" />
@@ -275,6 +276,7 @@
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObjectSet.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Scroller.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\ShapeVector.cc" />
+    <ClCompile Include="..\..\source\2d\sceneobject\SkeletonObject.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Sprite.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Trigger.cc" />
     <ClCompile Include="..\..\source\2d\scene\ContactFilter.cc" />
@@ -583,6 +585,28 @@
     <ClCompile Include="..\..\source\sim\SimObjectList.cc" />
     <ClCompile Include="..\..\source\sim\simSerialize.cpp" />
     <ClCompile Include="..\..\source\sim\simSet.cc" />
+    <ClCompile Include="..\..\source\spine\Animation.c" />
+    <ClCompile Include="..\..\source\spine\AnimationState.c" />
+    <ClCompile Include="..\..\source\spine\AnimationStateData.c" />
+    <ClCompile Include="..\..\source\spine\Atlas.c" />
+    <ClCompile Include="..\..\source\spine\AtlasAttachmentLoader.c" />
+    <ClCompile Include="..\..\source\spine\Attachment.c" />
+    <ClCompile Include="..\..\source\spine\AttachmentLoader.c" />
+    <ClCompile Include="..\..\source\spine\Bone.c" />
+    <ClCompile Include="..\..\source\spine\BoneData.c" />
+    <ClCompile Include="..\..\source\spine\BoundingBoxAttachment.c" />
+    <ClCompile Include="..\..\source\spine\Event.c" />
+    <ClCompile Include="..\..\source\spine\EventData.c" />
+    <ClCompile Include="..\..\source\spine\extension.c" />
+    <ClCompile Include="..\..\source\spine\Json.c" />
+    <ClCompile Include="..\..\source\spine\RegionAttachment.c" />
+    <ClCompile Include="..\..\source\spine\Skeleton.c" />
+    <ClCompile Include="..\..\source\spine\SkeletonBounds.c" />
+    <ClCompile Include="..\..\source\spine\SkeletonData.c" />
+    <ClCompile Include="..\..\source\spine\SkeletonJson.c" />
+    <ClCompile Include="..\..\source\spine\Skin.c" />
+    <ClCompile Include="..\..\source\spine\Slot.c" />
+    <ClCompile Include="..\..\source\spine\SlotData.c" />
     <ClCompile Include="..\..\source\string\findMatch.cc" />
     <ClCompile Include="..\..\source\string\stringBuffer.cc" />
     <ClCompile Include="..\..\source\string\stringStack.cc" />
@@ -635,6 +659,8 @@
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetField.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAssetFieldCollection.h" />
     <ClInclude Include="..\..\source\2d\assets\ParticleAsset_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset.h" />
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\controllers\AmbientForceController.h" />
     <ClInclude Include="..\..\source\2d\controllers\AmbientForceController_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\controllers\core\GroupedSceneController.h" />
@@ -689,6 +715,8 @@
     <ClInclude Include="..\..\source\2d\sceneobject\Scroller_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject.h" />
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Sprite.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Sprite_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Trigger.h" />
@@ -1137,6 +1165,29 @@
     <ClInclude Include="..\..\source\sim\simSerialize_ScriptBinding.h" />
     <ClInclude Include="..\..\source\sim\simSet.h" />
     <ClInclude Include="..\..\source\sim\simSet_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\spine\Animation.h" />
+    <ClInclude Include="..\..\source\spine\AnimationState.h" />
+    <ClInclude Include="..\..\source\spine\AnimationStateData.h" />
+    <ClInclude Include="..\..\source\spine\Atlas.h" />
+    <ClInclude Include="..\..\source\spine\AtlasAttachmentLoader.h" />
+    <ClInclude Include="..\..\source\spine\Attachment.h" />
+    <ClInclude Include="..\..\source\spine\AttachmentLoader.h" />
+    <ClInclude Include="..\..\source\spine\Bone.h" />
+    <ClInclude Include="..\..\source\spine\BoneData.h" />
+    <ClInclude Include="..\..\source\spine\BoundingBoxAttachment.h" />
+    <ClInclude Include="..\..\source\spine\Event.h" />
+    <ClInclude Include="..\..\source\spine\EventData.h" />
+    <ClInclude Include="..\..\source\spine\extension.h" />
+    <ClInclude Include="..\..\source\spine\Json.h" />
+    <ClInclude Include="..\..\source\spine\RegionAttachment.h" />
+    <ClInclude Include="..\..\source\spine\Skeleton.h" />
+    <ClInclude Include="..\..\source\spine\SkeletonBounds.h" />
+    <ClInclude Include="..\..\source\spine\SkeletonData.h" />
+    <ClInclude Include="..\..\source\spine\SkeletonJson.h" />
+    <ClInclude Include="..\..\source\spine\Skin.h" />
+    <ClInclude Include="..\..\source\spine\Slot.h" />
+    <ClInclude Include="..\..\source\spine\SlotData.h" />
+    <ClInclude Include="..\..\source\spine\spine.h" />
     <ClInclude Include="..\..\source\string\findMatch.h" />
     <ClInclude Include="..\..\source\string\stringBuffer.h" />
     <ClInclude Include="..\..\source\string\stringBuffer_ScriptBinding.h" />

+ 156 - 0
engine/compilers/VisualStudio 2012/Torque 2D.vcxproj.filters

@@ -196,6 +196,9 @@
     <Filter Include="input\leapMotion">
       <UniqueIdentifier>{addcb993-5059-42bf-a1ea-871f700c67c3}</UniqueIdentifier>
     </Filter>
+    <Filter Include="spine">
+      <UniqueIdentifier>{bb776838-ed6f-477c-b366-dd0c5c60ae5f}</UniqueIdentifier>
+    </Filter>
   </ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\source\audio\audio.cc">
@@ -1350,6 +1353,78 @@
     <ClCompile Include="..\..\source\math\mPoint.cpp">
       <Filter>math</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\source\spine\Animation.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AnimationState.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AnimationStateData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Atlas.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AtlasAttachmentLoader.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Attachment.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\AttachmentLoader.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Bone.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\BoneData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\BoundingBoxAttachment.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Event.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\EventData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\extension.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Json.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\RegionAttachment.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Skeleton.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SkeletonBounds.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SkeletonData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SkeletonJson.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Skin.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\Slot.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\spine\SlotData.c">
+      <Filter>spine</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\2d\assets\SkeletonAsset.cc">
+      <Filter>2d\assets</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\source\2d\sceneobject\SkeletonObject.cc">
+      <Filter>2d\sceneobject</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\source\audio\audio.h">
@@ -3003,6 +3078,87 @@
     <ClInclude Include="..\..\source\input\leapMotion\leapMotionUtil.h">
       <Filter>input\leapMotion</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\source\spine\Animation.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AnimationState.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AnimationStateData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Atlas.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AtlasAttachmentLoader.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Attachment.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\AttachmentLoader.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Bone.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\BoneData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\BoundingBoxAttachment.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Event.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\EventData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\extension.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Json.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\RegionAttachment.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Skeleton.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SkeletonBounds.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SkeletonData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SkeletonJson.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Skin.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\Slot.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\SlotData.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\spine\spine.h">
+      <Filter>spine</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset.h">
+      <Filter>2d\assets</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\assets\SkeletonAsset_ScriptBinding.h">
+      <Filter>2d\assets</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject_ScriptBinding.h">
+      <Filter>2d\sceneobject</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject.h">
+      <Filter>2d\sceneobject</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <CustomBuild Include="..\..\source\math\mMath_ASM.asm">

+ 8 - 8
engine/compilers/Xcode/Torque2D.xcodeproj/project.pbxproj

@@ -30,7 +30,7 @@
 		27908E0E18A3F8CB002D41BD /* Slot.c in Sources */ = {isa = PBXBuildFile; fileRef = 27908DF518A3F8CB002D41BD /* Slot.c */; };
 		27908E0F18A3F8CB002D41BD /* SlotData.c in Sources */ = {isa = PBXBuildFile; fileRef = 27908DF718A3F8CB002D41BD /* SlotData.c */; };
 		27908E1318A3F904002D41BD /* SkeletonAsset.cc in Sources */ = {isa = PBXBuildFile; fileRef = 27908E1118A3F904002D41BD /* SkeletonAsset.cc */; };
-		27908E1718A3F91F002D41BD /* Skeleton.cc in Sources */ = {isa = PBXBuildFile; fileRef = 27908E1518A3F91F002D41BD /* Skeleton.cc */; };
+		27908E1718A3F91F002D41BD /* SkeletonObject.cc in Sources */ = {isa = PBXBuildFile; fileRef = 27908E1518A3F91F002D41BD /* SkeletonObject.cc */; };
 		2A03300D165D1D2100E9CD70 /* unitTesting.cc in Sources */ = {isa = PBXBuildFile; fileRef = 2A03300B165D1D2100E9CD70 /* unitTesting.cc */; };
 		2A033011165D1D4100E9CD70 /* platformFileIoTests.cc in Sources */ = {isa = PBXBuildFile; fileRef = 2A033010165D1D4100E9CD70 /* platformFileIoTests.cc */; };
 		2A25739016A48DAC00363C6F /* ParticlePlayer.cc in Sources */ = {isa = PBXBuildFile; fileRef = 2A25738E16A48DAC00363C6F /* ParticlePlayer.cc */; };
@@ -544,9 +544,9 @@
 		27908E1018A3F904002D41BD /* SkeletonAsset_ScriptBinding.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonAsset_ScriptBinding.h; sourceTree = "<group>"; };
 		27908E1118A3F904002D41BD /* SkeletonAsset.cc */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = SkeletonAsset.cc; sourceTree = "<group>"; };
 		27908E1218A3F904002D41BD /* SkeletonAsset.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonAsset.h; sourceTree = "<group>"; };
-		27908E1418A3F91F002D41BD /* Skeleton_ScriptBinding.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = Skeleton_ScriptBinding.h; sourceTree = "<group>"; };
-		27908E1518A3F91F002D41BD /* Skeleton.cc */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = Skeleton.cc; sourceTree = "<group>"; };
-		27908E1618A3F91F002D41BD /* Skeleton.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = Skeleton.h; sourceTree = "<group>"; };
+		27908E1418A3F91F002D41BD /* SkeletonObject_ScriptBinding.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonObject_ScriptBinding.h; sourceTree = "<group>"; };
+		27908E1518A3F91F002D41BD /* SkeletonObject.cc */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = SkeletonObject.cc; sourceTree = "<group>"; };
+		27908E1618A3F91F002D41BD /* SkeletonObject.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonObject.h; sourceTree = "<group>"; };
 		2797C9E117F4E12500625B51 /* eaxtypes.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = eaxtypes.h; sourceTree = "<group>"; };
 		2A03300B165D1D2100E9CD70 /* unitTesting.cc */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = unitTesting.cc; path = ../../../source/testing/unitTesting.cc; sourceTree = "<group>"; };
 		2A03300C165D1D2100E9CD70 /* unitTesting.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = unitTesting.h; path = ../../../source/testing/unitTesting.h; sourceTree = "<group>"; };
@@ -2298,9 +2298,9 @@
 				86BC7ED116518D4600D96ADF /* ShapeVector.cc */,
 				86BC7ED216518D4600D96ADF /* ShapeVector.h */,
 				86BC7ED316518D4600D96ADF /* ShapeVector_ScriptBinding.h */,
-				27908E1518A3F91F002D41BD /* Skeleton.cc */,
-				27908E1618A3F91F002D41BD /* Skeleton.h */,
-				27908E1418A3F91F002D41BD /* Skeleton_ScriptBinding.h */,
+				27908E1518A3F91F002D41BD /* SkeletonObject.cc */,
+				27908E1618A3F91F002D41BD /* SkeletonObject.h */,
+				27908E1418A3F91F002D41BD /* SkeletonObject_ScriptBinding.h */,
 				86BC7ED416518D4600D96ADF /* Sprite.cc */,
 				86BC7ED516518D4600D96ADF /* Sprite.h */,
 				86BC7ED616518D4600D96ADF /* Sprite_ScriptBinding.h */,
@@ -3357,7 +3357,7 @@
 				86D77046165687220046D71F /* memStream.cc in Sources */,
 				86D77047165687220046D71F /* nStream.cc in Sources */,
 				86D77048165687220046D71F /* resizeStream.cc in Sources */,
-				27908E1718A3F91F002D41BD /* Skeleton.cc in Sources */,
+				27908E1718A3F91F002D41BD /* SkeletonObject.cc in Sources */,
 				86D77049165687220046D71F /* resourceDictionary.cc in Sources */,
 				27908E0018A3F8CB002D41BD /* AttachmentLoader.c in Sources */,
 				86D7704A165687220046D71F /* resourceManager.cc in Sources */,

+ 8 - 8
engine/compilers/Xcode_iOS/Torque2D.xcodeproj/project.pbxproj

@@ -8,7 +8,7 @@
 
 /* Begin PBXBuildFile section */
 		27908E1B18A3FA9C002D41BD /* SkeletonAsset.cc in Sources */ = {isa = PBXBuildFile; fileRef = 27908E1918A3FA9C002D41BD /* SkeletonAsset.cc */; };
-		27908E1F18A3FAB1002D41BD /* Skeleton.cc in Sources */ = {isa = PBXBuildFile; fileRef = 27908E1D18A3FAB1002D41BD /* Skeleton.cc */; };
+		27908E1F18A3FAB1002D41BD /* SkeletonObject.cc in Sources */ = {isa = PBXBuildFile; fileRef = 27908E1D18A3FAB1002D41BD /* SkeletonObject.cc */; };
 		27908E4E18A3FAE1002D41BD /* Animation.c in Sources */ = {isa = PBXBuildFile; fileRef = 27908E2118A3FAE1002D41BD /* Animation.c */; };
 		27908E4F18A3FAE1002D41BD /* AnimationState.c in Sources */ = {isa = PBXBuildFile; fileRef = 27908E2318A3FAE1002D41BD /* AnimationState.c */; };
 		27908E5018A3FAE1002D41BD /* AnimationStateData.c in Sources */ = {isa = PBXBuildFile; fileRef = 27908E2518A3FAE1002D41BD /* AnimationStateData.c */; };
@@ -514,9 +514,9 @@
 		27908E1818A3FA9C002D41BD /* SkeletonAsset_ScriptBinding.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonAsset_ScriptBinding.h; sourceTree = "<group>"; };
 		27908E1918A3FA9C002D41BD /* SkeletonAsset.cc */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = SkeletonAsset.cc; sourceTree = "<group>"; };
 		27908E1A18A3FA9C002D41BD /* SkeletonAsset.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonAsset.h; sourceTree = "<group>"; };
-		27908E1C18A3FAB1002D41BD /* Skeleton_ScriptBinding.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = Skeleton_ScriptBinding.h; sourceTree = "<group>"; };
-		27908E1D18A3FAB1002D41BD /* Skeleton.cc */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = Skeleton.cc; sourceTree = "<group>"; };
-		27908E1E18A3FAB1002D41BD /* Skeleton.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = Skeleton.h; sourceTree = "<group>"; };
+		27908E1C18A3FAB1002D41BD /* SkeletonObject_ScriptBinding.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonObject_ScriptBinding.h; sourceTree = "<group>"; };
+		27908E1D18A3FAB1002D41BD /* SkeletonObject.cc */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = SkeletonObject.cc; sourceTree = "<group>"; };
+		27908E1E18A3FAB1002D41BD /* SkeletonObject.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonObject.h; sourceTree = "<group>"; };
 		27908E2118A3FAE1002D41BD /* Animation.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = Animation.c; path = ../../../source/spine/Animation.c; sourceTree = "<group>"; };
 		27908E2218A3FAE1002D41BD /* Animation.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = Animation.h; path = ../../../source/spine/Animation.h; sourceTree = "<group>"; };
 		27908E2318A3FAE1002D41BD /* AnimationState.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = AnimationState.c; path = ../../../source/spine/AnimationState.c; sourceTree = "<group>"; };
@@ -1986,9 +1986,9 @@
 		867BAD4516AEC9050033868F /* sceneobject */ = {
 			isa = PBXGroup;
 			children = (
-				27908E1C18A3FAB1002D41BD /* Skeleton_ScriptBinding.h */,
-				27908E1D18A3FAB1002D41BD /* Skeleton.cc */,
-				27908E1E18A3FAB1002D41BD /* Skeleton.h */,
+				27908E1C18A3FAB1002D41BD /* SkeletonObject_ScriptBinding.h */,
+				27908E1D18A3FAB1002D41BD /* SkeletonObject.cc */,
+				27908E1E18A3FAB1002D41BD /* SkeletonObject.h */,
 				2AA6866516D69968003CEF0A /* SceneObjectList.cc */,
 				2AA6866616D69968003CEF0A /* SceneObjectList.h */,
 				2AA6866716D69968003CEF0A /* SceneObjectSet_ScriptBinding.h */,
@@ -3521,7 +3521,7 @@
 				867BB07116AEC9050033868F /* guiFilterCtrl.cc in Sources */,
 				867BB07316AEC9050033868F /* guiImageList.cc in Sources */,
 				867BB07416AEC9050033868F /* guiInspector.cc in Sources */,
-				27908E1F18A3FAB1002D41BD /* Skeleton.cc in Sources */,
+				27908E1F18A3FAB1002D41BD /* SkeletonObject.cc in Sources */,
 				867BB07516AEC9050033868F /* guiInspectorTypes.cc in Sources */,
 				27908E5F18A3FAE1002D41BD /* SkeletonData.c in Sources */,
 				867BB07616AEC9050033868F /* guiMenuBar.cc in Sources */,

+ 1 - 1
engine/compilers/emscripten/CMakeLists.txt

@@ -206,7 +206,7 @@ SET(T2D_SRCS
 	../../source/2d/sceneobject/SceneObjectSet.cc
 	../../source/2d/sceneobject/Scroller.cc
 	../../source/2d/sceneobject/ShapeVector.cc
-	../../source/2d/sceneobject/Skeleton.cc
+	../../source/2d/sceneobject/SkeletonObject.cc
 	../../source/2d/sceneobject/Sprite.cc
 	../../source/2d/sceneobject/Trigger.cc
 	../../source/algorithm/crc.cc

+ 51 - 51
engine/source/2d/sceneobject/Skeleton.cc → engine/source/2d/sceneobject/SkeletonObject.cc

@@ -20,44 +20,44 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-#ifndef _SKELETON_H_
-#include "2d/sceneobject/Skeleton.h"
+#ifndef _SKELETON_OBJECT_H_
+#include "2d/sceneobject/SkeletonObject.h"
 #endif
 
 #include "spine/extension.h"
 
 // Script bindings.
-#include "2d/sceneobject/Skeleton_ScriptBinding.h"
+#include "2d/sceneobject/SkeletonObject_ScriptBinding.h"
 
 //-----------------------------------------------------------------------------
 
-void _spAtlasPage_createTexture (spAtlasPage* self, const char* path) {
+/*void _spAtlasPage_createTexture (spAtlasPage* self, const char* path) {
 }
 void _spAtlasPage_disposeTexture (spAtlasPage* self) {
 }
 
 char* _spUtil_readFile (const char* path, int* length) {
     return _readFile(path, length);
-}
+}*/
 
 //-----------------------------------------------------------------------------
 
-IMPLEMENT_CONOBJECT(Skeleton);
+IMPLEMENT_CONOBJECT(SkeletonObject);
 
 //------------------------------------------------------------------------------
 
-Skeleton::Skeleton() :      mPreTickTime( 0.0f ),
-                            mPostTickTime( 0.0f ),
-                            mTimeScale(1),
-                            mLastFrameTime(0),
-                            mTotalAnimationTime(0),
-                            mSkeleton(NULL),
-                            mState(NULL),
-                            mAnimationCycle(false),
-                            mAnimationFinished(true),
-                            mAnimationDuration(0.0),
-                            mFlipX(false),
-                            mFlipY(false)
+SkeletonObject::SkeletonObject() :  mPreTickTime( 0.0f ),
+                                    mPostTickTime( 0.0f ),
+                                    mTimeScale(1),
+                                    mLastFrameTime(0),
+                                    mTotalAnimationTime(0),
+                                    mSkeleton(NULL),
+                                    mState(NULL),
+                                    mAnimationCycle(false),
+                                    mAnimationFinished(true),
+                                    mAnimationDuration(0.0),
+                                    mFlipX(false),
+                                    mFlipY(false)
 {
     mCurrentAnimation = StringTable->insert("");
     mSkeletonScale.SetZero();
@@ -66,7 +66,7 @@ Skeleton::Skeleton() :      mPreTickTime( 0.0f ),
 
 //------------------------------------------------------------------------------
 
-Skeleton::~Skeleton()
+SkeletonObject::~SkeletonObject()
 {
     if (mSkeleton) {
         spSkeleton_dispose(mSkeleton);
@@ -80,24 +80,24 @@ Skeleton::~Skeleton()
 
 //------------------------------------------------------------------------------
 
-void Skeleton::initPersistFields()
+void SkeletonObject::initPersistFields()
 {
     // Call parent.
     Parent::initPersistFields();
     
-    addProtectedField("Asset", TypeSkeletonAssetPtr, Offset(mSkeletonAsset, Skeleton), &setSkeletonAsset, &getSkeletonAsset, &writeSkeletonAsset, "The skeleton asset ID used for the skeleton.");
-    addProtectedField("AnimationName", TypeString, Offset(mCurrentAnimation, Skeleton), &setAnimationName, &getAnimationName, &writeAnimationName, "The animation name to play.");
-    addProtectedField("Skin", TypeString, Offset(mCurrentSkin, Skeleton), &setCurrentSkin, &getCurrentSkin, &writeCurrentSkin, "The skin to use.");
+    addProtectedField("Asset", TypeSkeletonAssetPtr, Offset(mSkeletonAsset, SkeletonObject), &setSkeletonAsset, &getSkeletonAsset, &writeSkeletonAsset, "The skeleton asset ID used for the skeleton.");
+    addProtectedField("AnimationName", TypeString, Offset(mCurrentAnimation, SkeletonObject), &setAnimationName, &getAnimationName, &writeAnimationName, "The animation name to play.");
+    addProtectedField("Skin", TypeString, Offset(mCurrentSkin, SkeletonObject), &setCurrentSkin, &getCurrentSkin, &writeCurrentSkin, "The skin to use.");
     addProtectedField("RootBoneScale", TypeVector2, NULL, &setRootBoneScale, &getRootBoneScale, &writeRootBoneScale, "Scaling of the skeleton's root bone");
     addProtectedField("RootBoneOffset", TypeVector2, NULL, &setRootBoneOffset, &getRootBoneOffset, &writeRootBoneOffset, "X/Y offset of the skeleton's root bone");
-    addProtectedField("AnimationCycle", TypeBool, Offset(mAnimationCycle, Skeleton), &setAnimationCycle, &defaultProtectedGetFn, &writeAnimationCycle, "Whether the animation loops or not");
-    addField("FlipX", TypeBool, Offset(mFlipX, Skeleton), &writeFlipX, "");
-    addField("FlipY", TypeBool, Offset(mFlipY, Skeleton), &writeFlipY, "");
+    addProtectedField("AnimationCycle", TypeBool, Offset(mAnimationCycle, SkeletonObject), &setAnimationCycle, &defaultProtectedGetFn, &writeAnimationCycle, "Whether the animation loops or not");
+    addField("FlipX", TypeBool, Offset(mFlipX, SkeletonObject), &writeFlipX, "");
+    addField("FlipY", TypeBool, Offset(mFlipY, SkeletonObject), &writeFlipY, "");
 }
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
+void SkeletonObject::preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
 {
     // Note tick times.
     mPreTickTime = mPostTickTime;
@@ -126,7 +126,7 @@ void Skeleton::preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugSt
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
+void SkeletonObject::integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
 {
     // Call Parent.
     Parent::integrateObject( totalTime, elapsedTime, pDebugStats );
@@ -141,7 +141,7 @@ void Skeleton::integrateObject( const F32 totalTime, const F32 elapsedTime, Debu
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::interpolateObject( const F32 timeDelta )
+void SkeletonObject::interpolateObject( const F32 timeDelta )
 {
     // Call parent.
     Parent::interpolateObject( timeDelta );
@@ -159,16 +159,16 @@ void Skeleton::interpolateObject( const F32 timeDelta )
 
 //------------------------------------------------------------------------------
 
-void Skeleton::copyTo(SimObject* object)
+void SkeletonObject::copyTo(SimObject* object)
 {
     // Call to parent.
     Parent::copyTo(object);
     
     // Fetch object.
-    Skeleton* pComposite = dynamic_cast<Skeleton*>(object);
+    SkeletonObject* pComposite = dynamic_cast<SkeletonObject*>(object);
     
     // Sanity!
-    AssertFatal(pComposite != NULL, "Skeleton::copyTo() - Object is not the correct type.");
+    AssertFatal(pComposite != NULL, "SkeletonObject::copyTo() - Object is not the correct type.");
     
     // Copy state.
     pComposite->setSkeletonAsset( getSkeletonAsset() );
@@ -180,7 +180,7 @@ void Skeleton::copyTo(SimObject* object)
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::scenePrepareRender( const SceneRenderState* pSceneRenderState, SceneRenderQueue* pSceneRenderQueue )
+void SkeletonObject::scenePrepareRender( const SceneRenderState* pSceneRenderState, SceneRenderQueue* pSceneRenderQueue )
 {
     // Prepare render.
     SpriteBatch::prepareRender( this, pSceneRenderState, pSceneRenderQueue );
@@ -188,7 +188,7 @@ void Skeleton::scenePrepareRender( const SceneRenderState* pSceneRenderState, Sc
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer )
+void SkeletonObject::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer )
 {
     // Render.
     SpriteBatch::render( pSceneRenderState, pSceneRenderRequest, pBatchRenderer );
@@ -197,7 +197,7 @@ void Skeleton::sceneRender( const SceneRenderState* pSceneRenderState, const Sce
 
 //-----------------------------------------------------------------------------
 
-bool Skeleton::setSkeletonAsset( const char* pSkeletonAssetId )
+bool SkeletonObject::setSkeletonAsset( const char* pSkeletonAssetId )
 {
     // Sanity!
     AssertFatal( pSkeletonAssetId != NULL, "Cannot use a NULL asset Id." );
@@ -213,7 +213,7 @@ bool Skeleton::setSkeletonAsset( const char* pSkeletonAssetId )
 
 //-----------------------------------------------------------------------------
 
-bool Skeleton::setAnimationName( const char* pAnimation, const bool isLooping )
+bool SkeletonObject::setAnimationName( const char* pAnimation, const bool isLooping )
 {
     // Make sure an asset was loaded.
     if (mSkeletonAsset.isNull())
@@ -232,23 +232,23 @@ bool Skeleton::setAnimationName( const char* pAnimation, const bool isLooping )
 
 //-----------------------------------------------------------------------------
 
-bool Skeleton::setMix( const char* pFromAnimation, const char* pToAnimation, float time)
+bool SkeletonObject::setMix( const char* pFromAnimation, const char* pToAnimation, float time)
 {
     if (mSkeletonAsset.isNull())
     {
-        Con::warnf("Skeleton::setMix() - Cannot mix. No asset assigned");
+        Con::warnf("SkeletonObject::setMix() - Cannot mix. No asset assigned");
         return false;
     }
     
     // Check for valid animation state data
-    AssertFatal( mSkeletonAsset->mStateData != NULL, "Skeleton::setMix() - Animation state data invalid" );
+    AssertFatal( mSkeletonAsset->mStateData != NULL, "SkeletonObject::setMix() - Animation state data invalid" );
     
     // Check to see if the "from animation" is valid
     spAnimation* from = spSkeletonData_findAnimation(mSkeleton->data, pFromAnimation);
     
     if (!from)
     {
-        Con::warnf("Skeleton::setMix() - Animation %s does not exist.", pFromAnimation);
+        Con::warnf("SkeletonObject::setMix() - Animation %s does not exist.", pFromAnimation);
         return false;
     }
     
@@ -257,14 +257,14 @@ bool Skeleton::setMix( const char* pFromAnimation, const char* pToAnimation, flo
     
     if (!to)
     {
-        Con::warnf("Skeleton::setMix() - Animation %s does not exist.", pToAnimation);
+        Con::warnf("SkeletonObject::setMix() - Animation %s does not exist.", pToAnimation);
         return false;
     }
     
     // Check to see if a valid mix time was passsed
     if (time < 0.0f)
     {
-        Con::warnf("Skeleton::setMix() - Invalid time set, %f", time);
+        Con::warnf("SkeletonObject::setMix() - Invalid time set, %f", time);
         return false;
     }
     
@@ -274,11 +274,11 @@ bool Skeleton::setMix( const char* pFromAnimation, const char* pToAnimation, flo
 
 //-----------------------------------------------------------------------------
 
-bool Skeleton::setCurrentSkin( const char* pSkin )
+bool SkeletonObject::setCurrentSkin( const char* pSkin )
 {
     if (mSkeletonAsset.isNull() || !mSkeleton)
     {
-        Con::errorf("Skeleton::setCurrentSkin() - Skeleton Asset was null or skeleton was not built");
+        Con::errorf("SkeletonObject::setCurrentSkin() - Skeleton Asset was null or skeleton was not built");
         return false;
     }
     
@@ -291,14 +291,14 @@ bool Skeleton::setCurrentSkin( const char* pSkin )
     }
     else
     {
-        Con::errorf("Skeleton::setCurrentSkin() - Skin %s not found", pSkin);
+        Con::errorf("SkeletonObject::setCurrentSkin() - Skin %s not found", pSkin);
         return false;
     }
 }
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::setRootBoneScale(const Vector2& scale)
+void SkeletonObject::setRootBoneScale(const Vector2& scale)
 {
     mSkeletonScale = scale;
     
@@ -315,7 +315,7 @@ void Skeleton::setRootBoneScale(const Vector2& scale)
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::setRootBoneOffset(const Vector2& offset)
+void SkeletonObject::setRootBoneOffset(const Vector2& offset)
 {
     mSkeletonOffset = offset;
     
@@ -332,7 +332,7 @@ void Skeleton::setRootBoneOffset(const Vector2& offset)
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::generateComposition( void )
+void SkeletonObject::generateComposition( void )
 {
     // Clear existing visualization
     clearSprites();
@@ -345,7 +345,7 @@ void Skeleton::generateComposition( void )
     // Generate visualization.
     if ((*mSkeletonAsset).mImageAsset.isNull())
     {
-        Con::warnf( "Skeleton::generateComposition() - Image asset was NULL, so nothing can be added to the composition.");
+        Con::warnf( "SkeletonObject::generateComposition() - Image asset was NULL, so nothing can be added to the composition.");
         return;
     }
     
@@ -380,7 +380,7 @@ void Skeleton::generateComposition( void )
 
 //-----------------------------------------------------------------------------
 
-void Skeleton::updateComposition( const F32 time )
+void SkeletonObject::updateComposition( const F32 time )
 {
     // Update position/orientation/state of visualization
     float delta = (time - mLastFrameTime) * mTimeScale;
@@ -463,7 +463,7 @@ void Skeleton::updateComposition( const F32 time )
     }
 }
 
-void Skeleton::onAnimationFinished()
+void SkeletonObject::onAnimationFinished()
 {
     // Do script callback.
     Con::executef( this, 2, "onAnimationFinished", mCurrentAnimation );

+ 26 - 26
engine/source/2d/sceneobject/Skeleton.h → engine/source/2d/sceneobject/SkeletonObject.h

@@ -20,8 +20,8 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-#ifndef _SKELETON_H_
-#define _SKELETON_H_
+#ifndef _SKELETON_OBJECT_H_
+#define _SKELETON_OBJECT_H_
 
 #ifndef _SPRITE_BATCH_H_
 #include "2d/core/SpriteBatch.h"
@@ -37,7 +37,7 @@
 
 //------------------------------------------------------------------------------
 
-class Skeleton : public SceneObject, public SpriteBatch
+class SkeletonObject : public SceneObject, public SpriteBatch
 {
 protected:
     typedef SceneObject Parent;
@@ -71,8 +71,8 @@ private:
     
     
 public:
-    Skeleton();
-    virtual ~Skeleton();
+    SkeletonObject();
+    virtual ~SkeletonObject();
     
     static void initPersistFields();
     
@@ -124,38 +124,38 @@ public:
     void onAnimationFinished();
     
     /// Declare Console Object.
-    DECLARE_CONOBJECT( Skeleton );
+    DECLARE_CONOBJECT( SkeletonObject );
     
 protected:
     void generateComposition( void );
     void updateComposition( const F32 time );
     
 protected:
-    static bool setSkeletonAsset( void* obj, const char* data )                  { static_cast<Skeleton*>(obj)->setSkeletonAsset(data); return false; }
-    static const char* getSkeletonAsset(void* obj, const char* data)             { return static_cast<Skeleton*>(obj)->getSkeletonAsset(); }
-    static bool writeSkeletonAsset( void* obj, StringTableEntry pFieldName )     { return static_cast<Skeleton*>(obj)->mSkeletonAsset.notNull(); }
+    static bool setSkeletonAsset( void* obj, const char* data )                  { static_cast<SkeletonObject*>(obj)->setSkeletonAsset(data); return false; }
+    static const char* getSkeletonAsset(void* obj, const char* data)             { return static_cast<SkeletonObject*>(obj)->getSkeletonAsset(); }
+    static bool writeSkeletonAsset( void* obj, StringTableEntry pFieldName )     { return static_cast<SkeletonObject*>(obj)->mSkeletonAsset.notNull(); }
     
-    static bool setAnimationName( void* obj, const char* data )                  { static_cast<Skeleton*>(obj)->setAnimationName(data, static_cast<Skeleton*>(obj)->getAnimationCycle()); return false; }
-    static const char* getAnimationName(void* obj, const char* data)             { return static_cast<Skeleton*>(obj)->getAnimationName(); }
-    static bool writeAnimationName( void*obj, StringTableEntry pAnimation )      { return static_cast<Skeleton*>(obj)->getAnimationName() != StringTable->EmptyString; }
+    static bool setAnimationName( void* obj, const char* data )                  { static_cast<SkeletonObject*>(obj)->setAnimationName(data, static_cast<SkeletonObject*>(obj)->getAnimationCycle()); return false; }
+    static const char* getAnimationName(void* obj, const char* data)             { return static_cast<SkeletonObject*>(obj)->getAnimationName(); }
+    static bool writeAnimationName( void*obj, StringTableEntry pAnimation )      { return static_cast<SkeletonObject*>(obj)->getAnimationName() != StringTable->EmptyString; }
     
-    static bool setCurrentSkin( void* obj, const char* data )                    { static_cast<Skeleton*>(obj)->setCurrentSkin(data); return false; }
-    static const char* getCurrentSkin(void* obj, const char* data)               { return static_cast<Skeleton*>(obj)->getCurrentSkin(); }
-    static bool writeCurrentSkin( void*obj, StringTableEntry pSkin )             { return static_cast<Skeleton*>(obj)->getCurrentSkin() != StringTable->EmptyString; }
+    static bool setCurrentSkin( void* obj, const char* data )                    { static_cast<SkeletonObject*>(obj)->setCurrentSkin(data); return false; }
+    static const char* getCurrentSkin(void* obj, const char* data)               { return static_cast<SkeletonObject*>(obj)->getCurrentSkin(); }
+    static bool writeCurrentSkin( void*obj, StringTableEntry pSkin )             { return static_cast<SkeletonObject*>(obj)->getCurrentSkin() != StringTable->EmptyString; }
     
-    static bool setRootBoneScale(void* obj, const char* data)                    { static_cast<Skeleton*>(obj)->setRootBoneScale(Vector2(data)); return false; }
-    static const char* getRootBoneScale(void* obj, const char* data)             { return static_cast<Skeleton*>(obj)->getRootBoneScale().scriptThis(); }
-    static bool writeRootBoneScale( void* obj, StringTableEntry pFieldName )     { return static_cast<Skeleton*>(obj)->getRootBoneScale().notZero(); }
+    static bool setRootBoneScale(void* obj, const char* data)                    { static_cast<SkeletonObject*>(obj)->setRootBoneScale(Vector2(data)); return false; }
+    static const char* getRootBoneScale(void* obj, const char* data)             { return static_cast<SkeletonObject*>(obj)->getRootBoneScale().scriptThis(); }
+    static bool writeRootBoneScale( void* obj, StringTableEntry pFieldName )     { return static_cast<SkeletonObject*>(obj)->getRootBoneScale().notZero(); }
     
-    static bool setRootBoneOffset(void* obj, const char* data)                   { static_cast<Skeleton*>(obj)->setRootBoneOffset(Vector2(data)); return false; }
-    static const char* getRootBoneOffset(void* obj, const char* data)            { return static_cast<Skeleton*>(obj)->getRootBoneOffset().scriptThis(); }
-    static bool writeRootBoneOffset( void* obj, StringTableEntry pFieldName )    { return static_cast<Skeleton*>(obj)->getRootBoneOffset().notZero(); }
+    static bool setRootBoneOffset(void* obj, const char* data)                   { static_cast<SkeletonObject*>(obj)->setRootBoneOffset(Vector2(data)); return false; }
+    static const char* getRootBoneOffset(void* obj, const char* data)            { return static_cast<SkeletonObject*>(obj)->getRootBoneOffset().scriptThis(); }
+    static bool writeRootBoneOffset( void* obj, StringTableEntry pFieldName )    { return static_cast<SkeletonObject*>(obj)->getRootBoneOffset().notZero(); }
     
-    static bool setAnimationCycle( void* obj, const char* data )                 { static_cast<Skeleton*>(obj)->setAnimationCycle( dAtob(data) ); return false; }
-    static bool writeAnimationCycle( void* obj, StringTableEntry pFieldName )    { return static_cast<Skeleton*>(obj)->getAnimationCycle() == false; }
+    static bool setAnimationCycle( void* obj, const char* data )                 { static_cast<SkeletonObject*>(obj)->setAnimationCycle( dAtob(data) ); return false; }
+    static bool writeAnimationCycle( void* obj, StringTableEntry pFieldName )    { return static_cast<SkeletonObject*>(obj)->getAnimationCycle() == false; }
     
-    static bool writeFlipX( void* obj, StringTableEntry pFieldName )             { return static_cast<Skeleton*>(obj)->getFlipX() == true; }
-    static bool writeFlipY( void* obj, StringTableEntry pFieldName )             { return static_cast<Skeleton*>(obj)->getFlipY() == true; }
+    static bool writeFlipX( void* obj, StringTableEntry pFieldName )             { return static_cast<SkeletonObject*>(obj)->getFlipX() == true; }
+    static bool writeFlipY( void* obj, StringTableEntry pFieldName )             { return static_cast<SkeletonObject*>(obj)->getFlipY() == true; }
 };
 
-#endif // _SKELETON_H_
+#endif // _SKELETON_OBJECT_H_

+ 24 - 24
engine/source/2d/sceneobject/Skeleton_ScriptBinding.h → engine/source/2d/sceneobject/SkeletonObject_ScriptBinding.h

@@ -20,13 +20,13 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-ConsoleMethodGroupBeginWithDocs(Skeleton, SceneObject)
+ConsoleMethodGroupBeginWithDocs(SkeletonObject, SceneObject)
 
 /*! Sets the skeleton asset Id to use.
     @param skeletonAssetId The skeleton asset Id to use.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setSkeletonAsset, ConsoleVoid, 3, 3, (skeletonAssetId?))
+ConsoleMethodWithDocs(SkeletonObject, setSkeletonAsset, ConsoleVoid, 3, 3, (skeletonAssetId?))
 {
     object->setSkeletonAsset( argv[2] );
 }
@@ -36,7 +36,7 @@ ConsoleMethodWithDocs(Skeleton, setSkeletonAsset, ConsoleVoid, 3, 3, (skeletonAs
 /*! Gets the skeleton asset Id.
     @return The skeleton asset Id.
 */
-ConsoleMethodWithDocs(Skeleton, getSkeletonAsset, ConsoleString, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getSkeletonAsset, ConsoleString, 2, 2, ())
 {
     return object->getSkeletonAsset();
 }
@@ -48,7 +48,7 @@ ConsoleMethodWithDocs(Skeleton, getSkeletonAsset, ConsoleString, 2, 2, ())
     @param cycle Optional bool to determine whether the animation should loop.
     @return Returns true on success."
 */
-ConsoleMethodWithDocs(Skeleton, setAnimationName, ConsoleBool, 3, 4, (animationName, [cycle]))
+ConsoleMethodWithDocs(SkeletonObject, setAnimationName, ConsoleBool, 3, 4, (animationName, [cycle]))
 {
     // Determine looping
     bool shouldLoop = argc >= 4 ? dAtob(argv[3]) : false;
@@ -61,7 +61,7 @@ ConsoleMethodWithDocs(Skeleton, setAnimationName, ConsoleBool, 3, 4, (animationN
 /*! Gets the name of the current animation.
     @return String containing the animation name.
 */
-ConsoleMethodWithDocs(Skeleton, getAnimationName, ConsoleString, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getAnimationName, ConsoleString, 2, 2, ())
 {
     return object->getAnimationName();
 }
@@ -71,7 +71,7 @@ ConsoleMethodWithDocs(Skeleton, getAnimationName, ConsoleString, 2, 2, ())
 /*! Sets the skin for the skeleton.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setSkin, ConsoleVoid, 3, 3, (skinName))
+ConsoleMethodWithDocs(SkeletonObject, setSkin, ConsoleVoid, 3, 3, (skinName))
 {
     object->setCurrentSkin(argv[2]);
 }
@@ -81,7 +81,7 @@ ConsoleMethodWithDocs(Skeleton, setSkin, ConsoleVoid, 3, 3, (skinName))
 /*! Gets the name of the current skin.
     @return String containing the skin name.
 */
-ConsoleMethodWithDocs(Skeleton, getSkin, ConsoleString, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getSkin, ConsoleString, 2, 2, ())
 {
     return object->getCurrentSkin();
 }
@@ -93,7 +93,7 @@ ConsoleMethodWithDocs(Skeleton, getSkin, ConsoleString, 2, 2, ())
     @param scaleY Base y coordinate scale.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setRootBoneScale, ConsoleVoid, 3, 4, (float scaleX, float scaleY))
+ConsoleMethodWithDocs(SkeletonObject, setRootBoneScale, ConsoleVoid, 3, 4, (float scaleX, float scaleY))
 {
     F32 scaleX, scaleY;
     
@@ -120,7 +120,7 @@ ConsoleMethodWithDocs(Skeleton, setRootBoneScale, ConsoleVoid, 3, 4, (float scal
     // Invalid
     else
     {
-        Con::warnf("Skeleton::setRootBoneScale() - Invalid number of parameters!");
+        Con::warnf("SkeletonObject::setRootBoneScale() - Invalid number of parameters!");
         return;
     }
     
@@ -133,7 +133,7 @@ ConsoleMethodWithDocs(Skeleton, setRootBoneScale, ConsoleVoid, 3, 4, (float scal
 /*! Gets the skeleton's root bone scale.
     @return (float x/y height) The x and y scale of the object's root bone.
 */
-ConsoleMethodWithDocs(Skeleton, getRootBoneScale, ConsoleString, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getRootBoneScale, ConsoleString, 2, 2, ())
 {
     return object->getRootBoneScale().scriptThis();
 }
@@ -145,7 +145,7 @@ ConsoleMethodWithDocs(Skeleton, getRootBoneScale, ConsoleString, 2, 2, ())
     @param y Base y coordinate.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setRootBoneOffset, ConsoleVoid, 3, 4, (float x, float y))
+ConsoleMethodWithDocs(SkeletonObject, setRootBoneOffset, ConsoleVoid, 3, 4, (float x, float y))
 {
     F32 x, y;
     
@@ -172,7 +172,7 @@ ConsoleMethodWithDocs(Skeleton, setRootBoneOffset, ConsoleVoid, 3, 4, (float x,
     // Invalid
     else
     {
-        Con::warnf("Skeleton::setRootBoneOffset() - Invalid number of parameters!");
+        Con::warnf("SkeletonObject::setRootBoneOffset() - Invalid number of parameters!");
         return;
     }
     
@@ -185,7 +185,7 @@ ConsoleMethodWithDocs(Skeleton, setRootBoneOffset, ConsoleVoid, 3, 4, (float x,
 /*! Gets the skeleton's root bone offset.
     @return (float x/y) The x and y offset of the object's root bone.
 */
-ConsoleMethodWithDocs(Skeleton, getRootBoneOffset, ConsoleString, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getRootBoneOffset, ConsoleString, 2, 2, ())
 {
     return object->getRootBoneOffset().scriptThis();
 }
@@ -196,7 +196,7 @@ ConsoleMethodWithDocs(Skeleton, getRootBoneOffset, ConsoleString, 2, 2, ())
     @param cycle Bool to determine whether the animation should loop.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setAnimationCycle, ConsoleVoid, 3, 3, (bool cycle))
+ConsoleMethodWithDocs(SkeletonObject, setAnimationCycle, ConsoleVoid, 3, 3, (bool cycle))
 {
     object->setAnimationCycle( dAtob(argv[2] ) );
 }
@@ -206,7 +206,7 @@ ConsoleMethodWithDocs(Skeleton, setAnimationCycle, ConsoleVoid, 3, 3, (bool cycl
 /*! Gets whether the animation cycles or not.
     @return Whether the animation cycles or not.
 */
-ConsoleMethodWithDocs(Skeleton, getAnimationCycle, ConsoleBool, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getAnimationCycle, ConsoleBool, 2, 2, ())
 {
     return object->getAnimationCycle();
 }
@@ -218,7 +218,7 @@ ConsoleMethodWithDocs(Skeleton, getAnimationCycle, ConsoleBool, 2, 2, ())
     @param flipY Whether or not to flip the texture along the y (vertical) axis.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setFlip, ConsoleVoid, 4, 4, (bool flipX, bool flipY))
+ConsoleMethodWithDocs(SkeletonObject, setFlip, ConsoleVoid, 4, 4, (bool flipX, bool flipY))
 {
     // Set Flip.
     object->setFlip( dAtob(argv[2]), dAtob(argv[3]) );
@@ -229,7 +229,7 @@ ConsoleMethodWithDocs(Skeleton, setFlip, ConsoleVoid, 4, 4, (bool flipX, bool fl
 /*! Gets the flip for each axis.
     @return (bool flipX/bool flipY) Whether or not the texture is flipped along the x and y axis.
 */
-ConsoleMethodWithDocs(Skeleton, getFlip, ConsoleString, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getFlip, ConsoleString, 2, 2, ())
 {
     // Create Returnable Buffer.
     char* pBuffer = Con::getReturnBuffer(32);
@@ -247,7 +247,7 @@ ConsoleMethodWithDocs(Skeleton, getFlip, ConsoleString, 2, 2, ())
     @param flipX Whether or not to flip the texture along the x (horizontal) axis.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setFlipX, ConsoleVoid, 3, 3, (bool flipX))
+ConsoleMethodWithDocs(SkeletonObject, setFlipX, ConsoleVoid, 3, 3, (bool flipX))
 {
     // Set Flip.
     object->setFlipX( dAtob(argv[2]) );
@@ -259,7 +259,7 @@ ConsoleMethodWithDocs(Skeleton, setFlipX, ConsoleVoid, 3, 3, (bool flipX))
     @param flipY Whether or not to flip the texture along the y (vertical) axis.
     @return No return value.
 */
-ConsoleMethodWithDocs(Skeleton, setFlipY, ConsoleVoid, 3, 3, (bool flipY))
+ConsoleMethodWithDocs(SkeletonObject, setFlipY, ConsoleVoid, 3, 3, (bool flipY))
 {
     // Set Flip.
     object->setFlipY( dAtob(argv[2]) );
@@ -270,7 +270,7 @@ ConsoleMethodWithDocs(Skeleton, setFlipY, ConsoleVoid, 3, 3, (bool flipY))
 /*! Gets whether or not the texture is flipped horizontally.
     @return (bool flipX) Whether or not the texture is flipped along the x axis.
 */
-ConsoleMethodWithDocs(Skeleton, getFlipX, ConsoleBool, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getFlipX, ConsoleBool, 2, 2, ())
 {
     return object->getFlipX();
 }
@@ -280,7 +280,7 @@ ConsoleMethodWithDocs(Skeleton, getFlipX, ConsoleBool, 2, 2, ())
 /*! Gets whether or not the texture is flipped vertically.
     @return (bool flipY) Whether or not the texture is flipped along the y axis.
 */
-ConsoleMethodWithDocs(Skeleton, getFlipY, ConsoleBool, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getFlipY, ConsoleBool, 2, 2, ())
 {
     return object->getFlipY();
 }
@@ -290,7 +290,7 @@ ConsoleMethodWithDocs(Skeleton, getFlipY, ConsoleBool, 2, 2, ())
 /*! Gets the duration of the current animation.
     @return Duration of the animation in seconds.
 */
-ConsoleMethodWithDocs(Skeleton, getAnimationDuration, ConsoleFloat, 2, 2, ())
+ConsoleMethodWithDocs(SkeletonObject, getAnimationDuration, ConsoleFloat, 2, 2, ())
 {
     return object->getAnimationDuration();
 }
@@ -301,11 +301,11 @@ ConsoleMethodWithDocs(Skeleton, getAnimationDuration, ConsoleFloat, 2, 2, ())
     @param animation The name of the animation to mix.
     @param time The time to start mixing.
 */
-ConsoleMethodWithDocs(Skeleton, setMix, ConsoleBool, 5, 5, (fromAnimation, toAnimation, time))
+ConsoleMethodWithDocs(SkeletonObject, setMix, ConsoleBool, 5, 5, (fromAnimation, toAnimation, time))
 {
     Con::printf("Mixing %s with %s at %f", argv[2], argv[3], dAtof(argv[4]));
     
     return object->setMix(argv[2], argv[3], dAtof(argv[4]));
 }
 
-ConsoleMethodGroupEndWithDocs(Skeleton)
+ConsoleMethodGroupEndWithDocs(SkeletonObject)

+ 4 - 4
engine/source/graphics/gBitmap.h

@@ -69,10 +69,10 @@ class GBitmap: public ResourceInstance
       Luminance  = 7,
       LuminanceAlpha = 8
 #ifdef TORQUE_OS_IOS
-       , PVR2 = 8,
-       PVR2A = 9,
-       PVR4 = 10,
-       PVR4A = 11
+       , PVR2 = 9,
+       PVR2A = 10,
+       PVR4 = 11,
+       PVR4A = 12
 #endif
    };
 

+ 6 - 6
engine/source/platform/platformAL.h

@@ -59,13 +59,13 @@
 #include <AL/al.h>
 #include <AL/alc.h>
 // declare externs of the AL fns here.
-//#include "al/altypes.h"
-//#include "al/alctypes.h"
-//#include "al/eaxtypes.h"
+#include "al/altypes.h"
+#include "al/alctypes.h"
+#include "al/eaxtypes.h"
 #define AL_FUNCTION(fn_return,fn_name,fn_args, fn_value) extern fn_return (FN_CDECL *fn_name)fn_args;
-//#include "al/al_func.h"
-//#include "al/alc_func.h"
-//#include "al/eax_func.h"
+#include "al/al_func.h"
+#include "al/alc_func.h"
+#include "al/eax_func.h"
 #undef AL_FUNCTION
 #endif
 

+ 10 - 0
engine/source/spine/extension.c

@@ -66,3 +66,13 @@ char* _readFile (const char* path, int* length) {
 
 	return data;
 }
+
+void _spAtlasPage_createTexture (spAtlasPage* self, const char* path) {
+}
+void _spAtlasPage_disposeTexture (spAtlasPage* self) {
+}
+
+char* _spUtil_readFile (const char* path, int* length) {
+    return _readFile(path, length);
+}
+

+ 4 - 4
modules/SpineToy/1/main.cs

@@ -86,7 +86,7 @@ function SpineToy::setSkin(%this, %value)
 function SpineToy::createGoblin(%this)
 {
     // Create the skeleton object
-    %goblin = new Skeleton();
+    %goblin = new SkeletonObject();
     
     // Assign it an asset
     %goblin.Asset = %this.asset;
@@ -115,7 +115,7 @@ function SpineToy::createGoblin(%this)
 function SpineToy::createSpineBoy(%this)
 {
     // Create the skeleton object
-    %object = new Skeleton()
+    %object = new SkeletonObject()
     {
         class = "SpineBoy";
     };
@@ -191,7 +191,7 @@ function SpineToy::createBackground(%this)
     %this.createPowerup(14, 6);
     
     // Create the skeleton object
-    %animatedMenu = new Skeleton();
+    %animatedMenu = new SkeletonObject();
     
     // Assign it an asset
     %animatedMenu.Asset = "SpineToy:spinosaurus";
@@ -214,7 +214,7 @@ function SpineToy::createBackground(%this)
 function SpineToy::createPowerup(%this, %xPos, %yPos)
 {
     // Create the skeleton object
-    %powerup = new Skeleton();
+    %powerup = new SkeletonObject();
     
     // Assign it an asset
     %powerup.Asset = "SpineToy:powerup";