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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.
- *****************************************************************************/
- #include <spine/SkeletonData.h>
- #include <string.h>
- #include <spine/extension.h>
- spSkeletonData* spSkeletonData_create () {
- return NEW(spSkeletonData);
- }
- void spSkeletonData_dispose (spSkeletonData* self) {
- int i;
- for (i = 0; i < self->boneCount; ++i)
- spBoneData_dispose(self->bones[i]);
- FREE(self->bones);
- for (i = 0; i < self->slotCount; ++i)
- spSlotData_dispose(self->slots[i]);
- FREE(self->slots);
- for (i = 0; i < self->skinCount; ++i)
- spSkin_dispose(self->skins[i]);
- FREE(self->skins);
- for (i = 0; i < self->animationCount; ++i)
- spAnimation_dispose(self->animations[i]);
- FREE(self->animations);
- for (i = 0; i < self->eventCount; ++i)
- spEventData_dispose(self->events[i]);
- FREE(self->events);
- FREE(self);
- }
- spBoneData* spSkeletonData_findBone (const spSkeletonData* self, const char* boneName) {
- int i;
- for (i = 0; i < self->boneCount; ++i)
- if (strcmp(self->bones[i]->name, boneName) == 0) return self->bones[i];
- return 0;
- }
- int spSkeletonData_findBoneIndex (const spSkeletonData* self, const char* boneName) {
- int i;
- for (i = 0; i < self->boneCount; ++i)
- if (strcmp(self->bones[i]->name, boneName) == 0) return i;
- return -1;
- }
- spSlotData* spSkeletonData_findSlot (const spSkeletonData* self, const char* slotName) {
- int i;
- for (i = 0; i < self->slotCount; ++i)
- if (strcmp(self->slots[i]->name, slotName) == 0) return self->slots[i];
- return 0;
- }
- int spSkeletonData_findSlotIndex (const spSkeletonData* self, const char* slotName) {
- int i;
- for (i = 0; i < self->slotCount; ++i)
- if (strcmp(self->slots[i]->name, slotName) == 0) return i;
- return -1;
- }
- spSkin* spSkeletonData_findSkin (const spSkeletonData* self, const char* skinName) {
- int i;
- for (i = 0; i < self->skinCount; ++i)
- if (strcmp(self->skins[i]->name, skinName) == 0) return self->skins[i];
- return 0;
- }
- spEventData* spSkeletonData_findEvent (const spSkeletonData* self, const char* eventName) {
- int i;
- for (i = 0; i < self->eventCount; ++i)
- if (strcmp(self->events[i]->name, eventName) == 0) return self->events[i];
- return 0;
- }
- spAnimation* spSkeletonData_findAnimation (const spSkeletonData* self, const char* animationName) {
- int i;
- for (i = 0; i < self->animationCount; ++i)
- if (strcmp(self->animations[i]->name, animationName) == 0) return self->animations[i];
- return 0;
- }
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