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- /******************************************************************************
- * Spine Runtimes Software License
- * Version 2
- *
- * Copyright (c) 2013, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable and
- * non-transferable license to install, execute and perform the Spine Runtimes
- * Software (the "Software") solely for internal use. Without the written
- * permission of Esoteric Software, you may not (a) modify, translate, adapt or
- * otherwise create derivative works, improvements of the Software or develop
- * new applications using the Software or (b) remove, delete, alter or obscure
- * any trademarks or any copyright, trademark, patent or other intellectual
- * property or proprietary rights notices on or in the Software, including
- * any copy thereof. Redistributions in binary or source form must include
- * this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
- * "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 ESOTERIC SOFTARE 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 <spine/SkeletonData.h>
- #include <spine/Slot.h>
- #include <spine/Skin.h>
- #ifdef __cplusplus
- extern "C" {
- #endif
- typedef struct spSkeleton spSkeleton;
- struct spSkeleton {
- spSkeletonData* const data;
- int boneCount;
- spBone** bones;
- spBone* const root;
- int slotCount;
- spSlot** slots;
- spSlot** drawOrder;
- spSkin* const skin;
- float r, g, b, a;
- float time;
- int/*bool*/flipX, flipY;
- float x, y;
- };
- spSkeleton* spSkeleton_create (spSkeletonData* data);
- void spSkeleton_dispose (spSkeleton* self);
- void spSkeleton_updateWorldTransform (const spSkeleton* self);
- void spSkeleton_setToSetupPose (const spSkeleton* self);
- void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
- void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
- /* Returns 0 if the bone was not found. */
- spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
- /* Returns -1 if the bone was not found. */
- int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
- /* Returns 0 if the slot was not found. */
- spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
- /* Returns -1 if the slot was not found. */
- int spSkeleton_findSlotIndex (const spSkeleton* 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 spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
- /* Returns 0 if the skin was not found. See spSkeleton_setSkin.
- * @param skinName May be 0. */
- int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
- /* Returns 0 if the slot or attachment was not found. */
- spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
- /* Returns 0 if the slot or attachment was not found. */
- spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
- /* Returns 0 if the slot or attachment was not found. */
- int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
- void spSkeleton_update (spSkeleton* self, float deltaTime);
- #ifdef SPINE_SHORT_NAMES
- typedef spSkeleton Skeleton;
- #define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
- #define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
- #define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
- #define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
- #define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
- #define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
- #define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
- #define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
- #define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
- #define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
- #define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
- #define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
- #define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
- #define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
- #define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
- #define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
- #endif
- #ifdef __cplusplus
- }
- #endif
- #endif /* SPINE_SKELETON_H_*/
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