/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef SPINE_CPP_LITE #define SPINE_CPP_LITE #include #ifdef __cplusplus #if _WIN32 #define SPINE_CPP_LITE_EXPORT extern "C" __declspec(dllexport) #else #ifdef __EMSCRIPTEN__ #define SPINE_CPP_LITE_EXPORT extern "C" __attribute__((used)) #else #define SPINE_CPP_LITE_EXPORT extern "C" #endif #endif #else #if _WIN32 #define SPINE_CPP_LITE_EXPORT __declspec(dllexport) #else #ifdef __EMSCRIPTEN__ #define SPINE_CPP_LITE_EXPORT __attribute__((used)) #else #define SPINE_CPP_LITE_EXPORT #endif #endif #endif #define SPINE_OPAQUE_TYPE(name) \ typedef struct name##_wrapper { \ } name##_wrapper; \ typedef name##_wrapper *name; // @start: opaque_types SPINE_OPAQUE_TYPE(spine_skeleton) SPINE_OPAQUE_TYPE(spine_skeleton_data) SPINE_OPAQUE_TYPE(spine_bone) SPINE_OPAQUE_TYPE(spine_bone_data) SPINE_OPAQUE_TYPE(spine_slot) SPINE_OPAQUE_TYPE(spine_slot_data) SPINE_OPAQUE_TYPE(spine_skin) SPINE_OPAQUE_TYPE(spine_attachment) SPINE_OPAQUE_TYPE(spine_region_attachment) SPINE_OPAQUE_TYPE(spine_vertex_attachment) SPINE_OPAQUE_TYPE(spine_mesh_attachment) SPINE_OPAQUE_TYPE(spine_clipping_attachment) SPINE_OPAQUE_TYPE(spine_bounding_box_attachment) SPINE_OPAQUE_TYPE(spine_path_attachment) SPINE_OPAQUE_TYPE(spine_point_attachment) SPINE_OPAQUE_TYPE(spine_texture_region) SPINE_OPAQUE_TYPE(spine_sequence) SPINE_OPAQUE_TYPE(spine_constraint) SPINE_OPAQUE_TYPE(spine_constraint_data) SPINE_OPAQUE_TYPE(spine_ik_constraint) SPINE_OPAQUE_TYPE(spine_ik_constraint_data) SPINE_OPAQUE_TYPE(spine_transform_constraint) SPINE_OPAQUE_TYPE(spine_transform_constraint_data) SPINE_OPAQUE_TYPE(spine_path_constraint) SPINE_OPAQUE_TYPE(spine_path_constraint_data) SPINE_OPAQUE_TYPE(spine_physics_constraint) SPINE_OPAQUE_TYPE(spine_physics_constraint_data) SPINE_OPAQUE_TYPE(spine_animation_state) SPINE_OPAQUE_TYPE(spine_animation_state_data) SPINE_OPAQUE_TYPE(spine_animation_state_events) SPINE_OPAQUE_TYPE(spine_event) SPINE_OPAQUE_TYPE(spine_event_data) SPINE_OPAQUE_TYPE(spine_track_entry) SPINE_OPAQUE_TYPE(spine_animation) SPINE_OPAQUE_TYPE(spine_atlas) SPINE_OPAQUE_TYPE(spine_skeleton_data_result) SPINE_OPAQUE_TYPE(spine_render_command) SPINE_OPAQUE_TYPE(spine_bounds) SPINE_OPAQUE_TYPE(spine_color) SPINE_OPAQUE_TYPE(spine_vector) SPINE_OPAQUE_TYPE(spine_skeleton_drawable) SPINE_OPAQUE_TYPE(spine_skin_entry) SPINE_OPAQUE_TYPE(spine_skin_entries) SPINE_OPAQUE_TYPE(spine_skeleton_bounds) SPINE_OPAQUE_TYPE(spine_polygon) // @end: opaque_types typedef char utf8; // @start: enums typedef enum spine_blend_mode { SPINE_BLEND_MODE_NORMAL = 0, SPINE_BLEND_MODE_ADDITIVE, SPINE_BLEND_MODE_MULTIPLY, SPINE_BLEND_MODE_SCREEN } spine_blend_mode; typedef enum spine_mix_blend { SPINE_MIX_BLEND_SETUP = 0, SPINE_MIX_BLEND_FIRST, SPINE_MIX_BLEND_REPLACE, SPINE_MIX_BLEND_ADD } spine_mix_blend; typedef enum spine_event_type { SPINE_EVENT_TYPE_START = 0, SPINE_EVENT_TYPE_INTERRUPT, SPINE_EVENT_TYPE_END, SPINE_EVENT_TYPE_COMPLETE, SPINE_EVENT_TYPE_DISPOSE, SPINE_EVENT_TYPE_EVENT } spine_event_type; typedef enum spine_attachment_type { SPINE_ATTACHMENT_REGION = 0, SPINE_ATTACHMENT_MESH, SPINE_ATTACHMENT_CLIPPING, SPINE_ATTACHMENT_BOUNDING_BOX, SPINE_ATTACHMENT_PATH, SPINE_ATTACHMENT_POINT, } spine_attachment_type; typedef enum spine_constraint_type { SPINE_CONSTRAINT_IK, SPINE_CONSTRAINT_TRANSFORM, SPINE_CONSTRAINT_PATH } spine_constraint_type; typedef enum spine_inherit { SPINE_INHERIT_NORMAL = 0, SPINE_INHERIT_ONLY_TRANSLATION, SPINE_INHERIT_NO_ROTATION_OR_REFLECTION, SPINE_INHERIT_NO_SCALE, SPINE_INHERIT_NO_SCALE_OR_REFLECTION } spine_inherit; typedef enum spine_position_mode { SPINE_POSITION_MODE_FIXED = 0, SPINE_POSITION_MODE_PERCENT } spine_position_mode; typedef enum spine_spacing_mode { SPINE_SPACING_MODE_LENGTH = 0, SPINE_SPACING_MODE_FIXED, SPINE_SPACING_MODE_PERCENT, SPINE_SPACING_MODE_PROPORTIONAL } spine_spacing_mode; typedef enum spine_rotate_mode { SPINE_ROTATE_MODE_TANGENT = 0, SPINE_ROTATE_MODE_CHAIN, SPINE_ROTATE_MODE_CHAIN_SCALE } spine_rotate_mode; typedef enum spine_physics { SPINE_PHYSICS_NONE = 0, SPINE_PHYSICS_RESET, SPINE_PHYSICS_UPDATE, SPINE_PHYSICS_POSE } spine_physics; // @end: enums typedef int32_t spine_bool; typedef void* (*spine_texture_loader_load_func)(const char *path); typedef void (*spine_texture_loader_unload_func)(void *texture); // @start: function_declarations SPINE_CPP_LITE_EXPORT int32_t spine_major_version(); SPINE_CPP_LITE_EXPORT int32_t spine_minor_version(); SPINE_CPP_LITE_EXPORT void spine_enable_debug_extension(spine_bool enable); SPINE_CPP_LITE_EXPORT void spine_report_leaks(); SPINE_CPP_LITE_EXPORT float spine_color_get_r(spine_color color); SPINE_CPP_LITE_EXPORT float spine_color_get_g(spine_color color); SPINE_CPP_LITE_EXPORT float spine_color_get_b(spine_color color); SPINE_CPP_LITE_EXPORT float spine_color_get_a(spine_color color); SPINE_CPP_LITE_EXPORT float spine_bounds_get_x(spine_bounds bounds); SPINE_CPP_LITE_EXPORT float spine_bounds_get_y(spine_bounds bounds); SPINE_CPP_LITE_EXPORT float spine_bounds_get_width(spine_bounds bounds); SPINE_CPP_LITE_EXPORT float spine_bounds_get_height(spine_bounds bounds); SPINE_CPP_LITE_EXPORT float spine_vector_get_x(spine_vector vector); SPINE_CPP_LITE_EXPORT float spine_vector_get_y(spine_vector vector); SPINE_CPP_LITE_EXPORT spine_atlas spine_atlas_load(const utf8 *atlasData); // @ignore SPINE_CPP_LITE_EXPORT spine_atlas spine_atlas_load_callback(const utf8 *atlasData, const utf8 *atlasDir, spine_texture_loader_load_func load, spine_texture_loader_unload_func unload); SPINE_CPP_LITE_EXPORT int32_t spine_atlas_get_num_image_paths(spine_atlas atlas); SPINE_CPP_LITE_EXPORT utf8 *spine_atlas_get_image_path(spine_atlas atlas, int32_t index); SPINE_CPP_LITE_EXPORT spine_bool spine_atlas_is_pma(spine_atlas atlas); SPINE_CPP_LITE_EXPORT utf8 *spine_atlas_get_error(spine_atlas atlas); SPINE_CPP_LITE_EXPORT void spine_atlas_dispose(spine_atlas atlas); // @ignore SPINE_CPP_LITE_EXPORT spine_skeleton_data_result spine_skeleton_data_load_json(spine_atlas atlas, const utf8 *skeletonData); // @ignore SPINE_CPP_LITE_EXPORT spine_skeleton_data_result spine_skeleton_data_load_binary(spine_atlas atlas, const uint8_t *skeletonData, int32_t length); SPINE_CPP_LITE_EXPORT utf8 *spine_skeleton_data_result_get_error(spine_skeleton_data_result result); SPINE_CPP_LITE_EXPORT spine_skeleton_data spine_skeleton_data_result_get_data(spine_skeleton_data_result result); SPINE_CPP_LITE_EXPORT void spine_skeleton_data_result_dispose(spine_skeleton_data_result result); SPINE_CPP_LITE_EXPORT spine_bone_data spine_skeleton_data_find_bone(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_slot_data spine_skeleton_data_find_slot(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_skin spine_skeleton_data_find_skin(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_event_data spine_skeleton_data_find_event(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_animation spine_skeleton_data_find_animation(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_ik_constraint_data spine_skeleton_data_find_ik_constraint(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_transform_constraint_data spine_skeleton_data_find_transform_constraint(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_path_constraint_data spine_skeleton_data_find_path_constraint(spine_skeleton_data data, const utf8 *name); SPINE_CPP_LITE_EXPORT spine_physics_constraint_data spine_skeleton_data_find_physics_constraint(spine_skeleton_data data, const utf8 *name); // @optiona; SPINE_CPP_LITE_EXPORT const utf8 *spine_skeleton_data_get_name(spine_skeleton_data data); // OMITTED setName() SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_bones(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_bone_data *spine_skeleton_data_get_bones(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_slots(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_slot_data *spine_skeleton_data_get_slots(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_skins(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_skin *spine_skeleton_data_get_skins(spine_skeleton_data data); // @optional SPINE_CPP_LITE_EXPORT spine_skin spine_skeleton_data_get_default_skin(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT void spine_skeleton_data_set_default_skin(spine_skeleton_data data, spine_skin skin); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_events(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_event_data *spine_skeleton_data_get_events(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_animations(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_animation *spine_skeleton_data_get_animations(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_ik_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_ik_constraint_data *spine_skeleton_data_get_ik_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_transform_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_transform_constraint_data *spine_skeleton_data_get_transform_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_path_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_path_constraint_data *spine_skeleton_data_get_path_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_data_get_num_physics_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT spine_physics_constraint_data *spine_skeleton_data_get_physics_constraints(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT float spine_skeleton_data_get_x(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT void spine_skeleton_data_set_x(spine_skeleton_data data, float x); SPINE_CPP_LITE_EXPORT float spine_skeleton_data_get_y(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT void spine_skeleton_data_set_y(spine_skeleton_data data, float y); SPINE_CPP_LITE_EXPORT float spine_skeleton_data_get_width(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT void spine_skeleton_data_set_width(spine_skeleton_data data, float width); SPINE_CPP_LITE_EXPORT float spine_skeleton_data_get_height(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT void spine_skeleton_data_set_height(spine_skeleton_data data, float height); SPINE_CPP_LITE_EXPORT const utf8 *spine_skeleton_data_get_version(spine_skeleton_data data); // OMITTED setVersion() // @ignore SPINE_CPP_LITE_EXPORT const utf8 *spine_skeleton_data_get_hash(spine_skeleton_data data); // OMITTED setHash() SPINE_CPP_LITE_EXPORT const utf8 *spine_skeleton_data_get_images_path(spine_skeleton_data data); // OMITTED setImagesPath() SPINE_CPP_LITE_EXPORT const utf8 *spine_skeleton_data_get_audio_path(spine_skeleton_data data); // OMITTED setAudioPath() SPINE_CPP_LITE_EXPORT float spine_skeleton_data_get_fps(spine_skeleton_data data); // OMITTED setFps() SPINE_CPP_LITE_EXPORT float spine_skeleton_data_get_reference_scale(spine_skeleton_data data); SPINE_CPP_LITE_EXPORT void spine_skeleton_data_dispose(spine_skeleton_data data); // @ignore SPINE_CPP_LITE_EXPORT spine_skeleton_drawable spine_skeleton_drawable_create(spine_skeleton_data skeletonData); // @ignore SPINE_CPP_LITE_EXPORT spine_render_command spine_skeleton_drawable_render(spine_skeleton_drawable drawable); SPINE_CPP_LITE_EXPORT void spine_skeleton_drawable_dispose(spine_skeleton_drawable drawable); SPINE_CPP_LITE_EXPORT spine_skeleton spine_skeleton_drawable_get_skeleton(spine_skeleton_drawable drawable); SPINE_CPP_LITE_EXPORT spine_animation_state spine_skeleton_drawable_get_animation_state(spine_skeleton_drawable drawable); SPINE_CPP_LITE_EXPORT spine_animation_state_data spine_skeleton_drawable_get_animation_state_data(spine_skeleton_drawable drawable); SPINE_CPP_LITE_EXPORT spine_animation_state_events spine_skeleton_drawable_get_animation_state_events(spine_skeleton_drawable drawable); // @ignore SPINE_CPP_LITE_EXPORT float *spine_render_command_get_positions(spine_render_command command); // @ignore SPINE_CPP_LITE_EXPORT float *spine_render_command_get_uvs(spine_render_command command); // @ignore SPINE_CPP_LITE_EXPORT int32_t *spine_render_command_get_colors(spine_render_command command); // @ignore SPINE_CPP_LITE_EXPORT int32_t *spine_render_command_get_dark_colors(spine_render_command command); SPINE_CPP_LITE_EXPORT int32_t spine_render_command_get_num_vertices(spine_render_command command); SPINE_CPP_LITE_EXPORT uint16_t *spine_render_command_get_indices(spine_render_command command); SPINE_CPP_LITE_EXPORT int32_t spine_render_command_get_num_indices(spine_render_command command); SPINE_CPP_LITE_EXPORT int32_t spine_render_command_get_atlas_page(spine_render_command command); SPINE_CPP_LITE_EXPORT spine_blend_mode spine_render_command_get_blend_mode(spine_render_command command); SPINE_CPP_LITE_EXPORT spine_render_command spine_render_command_get_next(spine_render_command command); SPINE_CPP_LITE_EXPORT const utf8 *spine_animation_get_name(spine_animation animation); // OMITTED getTimelines() // OMITTED hasTimeline() SPINE_CPP_LITE_EXPORT float spine_animation_get_duration(spine_animation animation); // OMITTED setDuration() SPINE_CPP_LITE_EXPORT spine_skeleton_data spine_animation_state_data_get_skeleton_data(spine_animation_state_data stateData); SPINE_CPP_LITE_EXPORT float spine_animation_state_data_get_default_mix(spine_animation_state_data stateData); SPINE_CPP_LITE_EXPORT void spine_animation_state_data_set_default_mix(spine_animation_state_data stateData, float defaultMix); SPINE_CPP_LITE_EXPORT void spine_animation_state_data_set_mix(spine_animation_state_data stateData, spine_animation from, spine_animation to, float duration); SPINE_CPP_LITE_EXPORT float spine_animation_state_data_get_mix(spine_animation_state_data stateData, spine_animation from, spine_animation to); SPINE_CPP_LITE_EXPORT void spine_animation_state_data_set_mix_by_name(spine_animation_state_data stateData, const utf8 *fromName, const utf8 *toName, float duration); SPINE_CPP_LITE_EXPORT float spine_animation_state_data_get_mix_by_name(spine_animation_state_data stateData, const utf8 *fromName, const utf8 *toName); SPINE_CPP_LITE_EXPORT void spine_animation_state_data_clear(spine_animation_state_data stateData); SPINE_CPP_LITE_EXPORT void spine_animation_state_update(spine_animation_state state, float delta); SPINE_CPP_LITE_EXPORT void spine_animation_state_apply(spine_animation_state state, spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_animation_state_clear_tracks(spine_animation_state state); SPINE_CPP_LITE_EXPORT void spine_animation_state_clear_track(spine_animation_state state, int32_t trackIndex); SPINE_CPP_LITE_EXPORT int32_t spine_animation_state_get_num_tracks(spine_animation_state state); SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_set_animation_by_name(spine_animation_state state, int32_t trackIndex, const utf8 *animationName, spine_bool loop); SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_set_animation(spine_animation_state state, int32_t trackIndex, spine_animation animation, spine_bool loop); SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_add_animation_by_name(spine_animation_state state, int32_t trackIndex, const utf8 *animationName, spine_bool loop, float delay); SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_add_animation(spine_animation_state state, int32_t trackIndex, spine_animation animation, spine_bool loop, float delay); SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_set_empty_animation(spine_animation_state state, int32_t trackIndex, float mixDuration); SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_add_empty_animation(spine_animation_state state, int32_t trackIndex, float mixDuration, float delay); SPINE_CPP_LITE_EXPORT void spine_animation_state_set_empty_animations(spine_animation_state state, float mixDuration); // @optional SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_get_current(spine_animation_state state, int32_t trackIndex); SPINE_CPP_LITE_EXPORT spine_animation_state_data spine_animation_state_get_data(spine_animation_state state); SPINE_CPP_LITE_EXPORT float spine_animation_state_get_time_scale(spine_animation_state state); SPINE_CPP_LITE_EXPORT void spine_animation_state_set_time_scale(spine_animation_state state, float timeScale); // OMITTED setListener() // OMITTED setListener() // OMITTED disableQueue() // OMITTED enableQueue() // OMITTED setManualTrackEntryDisposal() // OMITTED getManualTrackEntryDisposal() // @ignore SPINE_CPP_LITE_EXPORT void spine_animation_state_dispose_track_entry(spine_animation_state state, spine_track_entry entry); SPINE_CPP_LITE_EXPORT int32_t spine_animation_state_events_get_num_events(spine_animation_state_events events); SPINE_CPP_LITE_EXPORT spine_event_type spine_animation_state_events_get_event_type(spine_animation_state_events events, int32_t index); SPINE_CPP_LITE_EXPORT spine_track_entry spine_animation_state_events_get_track_entry(spine_animation_state_events events, int32_t index); // @optional SPINE_CPP_LITE_EXPORT spine_event spine_animation_state_events_get_event(spine_animation_state_events events, int32_t index); SPINE_CPP_LITE_EXPORT void spine_animation_state_events_reset(spine_animation_state_events events); SPINE_CPP_LITE_EXPORT int32_t spine_track_entry_get_track_index(spine_track_entry entry); SPINE_CPP_LITE_EXPORT spine_animation spine_track_entry_get_animation(spine_track_entry entry); SPINE_CPP_LITE_EXPORT spine_track_entry spine_track_entry_get_previous(spine_track_entry entry); SPINE_CPP_LITE_EXPORT spine_bool spine_track_entry_get_loop(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_loop(spine_track_entry entry, spine_bool loop); SPINE_CPP_LITE_EXPORT spine_bool spine_track_entry_get_hold_previous(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_hold_previous(spine_track_entry entry, spine_bool holdPrevious); SPINE_CPP_LITE_EXPORT spine_bool spine_track_entry_get_reverse(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_reverse(spine_track_entry entry, spine_bool reverse); SPINE_CPP_LITE_EXPORT spine_bool spine_track_entry_get_shortest_rotation(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_shortest_rotation(spine_track_entry entry, spine_bool shortestRotation); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_delay(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_delay(spine_track_entry entry, float delay); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_track_time(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_track_time(spine_track_entry entry, float trackTime); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_track_end(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_track_end(spine_track_entry entry, float trackEnd); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_animation_start(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_animation_start(spine_track_entry entry, float animationStart); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_animation_end(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_animation_end(spine_track_entry entry, float animationEnd); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_animation_last(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_animation_last(spine_track_entry entry, float animationLast); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_animation_time(spine_track_entry entry); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_time_scale(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_time_scale(spine_track_entry entry, float timeScale); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_alpha(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_alpha(spine_track_entry entry, float alpha); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_event_threshold(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_event_threshold(spine_track_entry entry, float eventThreshold); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_alpha_attachment_threshold(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_alpha_attachment_threshold(spine_track_entry entry, float attachmentThreshold); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_mix_attachment_threshold(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_mix_attachment_threshold(spine_track_entry entry, float attachmentThreshold); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_mix_draw_order_threshold(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_mix_draw_order_threshold(spine_track_entry entry, float drawOrderThreshold); // @optional SPINE_CPP_LITE_EXPORT spine_track_entry spine_track_entry_get_next(spine_track_entry entry); SPINE_CPP_LITE_EXPORT spine_bool spine_track_entry_is_complete(spine_track_entry entry); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_mix_time(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_mix_time(spine_track_entry entry, float mixTime); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_mix_duration(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_mix_duration(spine_track_entry entry, float mixDuration); SPINE_CPP_LITE_EXPORT spine_mix_blend spine_track_entry_get_mix_blend(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_set_mix_blend(spine_track_entry entry, spine_mix_blend mixBlend); // @optional SPINE_CPP_LITE_EXPORT spine_track_entry spine_track_entry_get_mixing_from(spine_track_entry entry); // @optional SPINE_CPP_LITE_EXPORT spine_track_entry spine_track_entry_get_mixing_to(spine_track_entry entry); SPINE_CPP_LITE_EXPORT void spine_track_entry_reset_rotation_directions(spine_track_entry entry); SPINE_CPP_LITE_EXPORT float spine_track_entry_get_track_complete(spine_track_entry entry); SPINE_CPP_LITE_EXPORT spine_bool spine_track_entry_was_applied(spine_track_entry entry); SPINE_CPP_LITE_EXPORT spine_bool spine_track_entry_is_next_ready(spine_track_entry entry); // OMITTED setListener() // OMITTED setListener() SPINE_CPP_LITE_EXPORT void spine_skeleton_update_cache(spine_skeleton skeleton); // OMITTED printUpdateCache() SPINE_CPP_LITE_EXPORT void spine_skeleton_update_world_transform(spine_skeleton skeleton, spine_physics physics); SPINE_CPP_LITE_EXPORT void spine_skeleton_update_world_transform_bone(spine_skeleton skeleton, spine_physics physics, spine_bone parent); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_to_setup_pose(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_bones_to_setup_pose(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_slots_to_setup_pose(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_bone spine_skeleton_find_bone(spine_skeleton skeleton, const utf8 *boneName); SPINE_CPP_LITE_EXPORT spine_slot spine_skeleton_find_slot(spine_skeleton skeleton, const utf8 *slotName); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_skin_by_name(spine_skeleton skeleton, const utf8 *skinName); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_skin(spine_skeleton skeleton, spine_skin skin); // @optional SPINE_CPP_LITE_EXPORT spine_attachment spine_skeleton_get_attachment_by_name(spine_skeleton skeleton, const utf8 *slotName, const utf8 *attachmentName); // @optional SPINE_CPP_LITE_EXPORT spine_attachment spine_skeleton_get_attachment(spine_skeleton skeleton, int32_t slotIndex, const utf8 *attachmentName); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_attachment(spine_skeleton skeleton, const utf8 *slotName, const utf8 *attachmentName); SPINE_CPP_LITE_EXPORT spine_ik_constraint spine_skeleton_find_ik_constraint(spine_skeleton skeleton, const utf8 *constraintName); SPINE_CPP_LITE_EXPORT spine_transform_constraint spine_skeleton_find_transform_constraint(spine_skeleton skeleton, const utf8 *constraintName); SPINE_CPP_LITE_EXPORT spine_path_constraint spine_skeleton_find_path_constraint(spine_skeleton skeleton, const utf8 *constraintName); SPINE_CPP_LITE_EXPORT spine_physics_constraint spine_skeleton_find_physics_constraint(spine_skeleton skeleton, const utf8 *constraintName); SPINE_CPP_LITE_EXPORT spine_bounds spine_skeleton_get_bounds(spine_skeleton skeleton); // @optional SPINE_CPP_LITE_EXPORT spine_bone spine_skeleton_get_root_bone(spine_skeleton skeleton); // @optional SPINE_CPP_LITE_EXPORT spine_skeleton_data spine_skeleton_get_data(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_get_num_bones(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_bone *spine_skeleton_get_bones(spine_skeleton skeleton); // OMITTED getUpdateCacheList() SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_get_num_slots(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_slot *spine_skeleton_get_slots(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_get_num_draw_order(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_slot *spine_skeleton_get_draw_order(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_get_num_ik_constraints(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_ik_constraint *spine_skeleton_get_ik_constraints(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_get_num_transform_constraints(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_transform_constraint *spine_skeleton_get_transform_constraints(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_get_num_path_constraints(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_path_constraint *spine_skeleton_get_path_constraints(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_get_num_physics_constraints(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_physics_constraint *spine_skeleton_get_physics_constraints(spine_skeleton skeleton); // @optional SPINE_CPP_LITE_EXPORT spine_skin spine_skeleton_get_skin(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT spine_color spine_skeleton_get_color(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_color(spine_skeleton skeleton, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_position(spine_skeleton skeleton, float x, float y); SPINE_CPP_LITE_EXPORT float spine_skeleton_get_x(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_x(spine_skeleton skeleton, float x); SPINE_CPP_LITE_EXPORT float spine_skeleton_get_y(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_y(spine_skeleton skeleton, float y); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_scale(spine_skeleton skeleton, float scaleX, float scaleY); SPINE_CPP_LITE_EXPORT float spine_skeleton_get_scale_x(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_scale_x(spine_skeleton skeleton, float scaleX); SPINE_CPP_LITE_EXPORT float spine_skeleton_get_scale_y(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_scale_y(spine_skeleton skeleton, float scaleY); SPINE_CPP_LITE_EXPORT float spine_skeleton_get_time(spine_skeleton skeleton); SPINE_CPP_LITE_EXPORT void spine_skeleton_set_time(spine_skeleton skeleton, float time); SPINE_CPP_LITE_EXPORT void spine_skeleton_update(spine_skeleton skeleton, float delta); SPINE_CPP_LITE_EXPORT const utf8 *spine_event_data_get_name(spine_event_data event); SPINE_CPP_LITE_EXPORT int32_t spine_event_data_get_int_value(spine_event_data event); SPINE_CPP_LITE_EXPORT void spine_event_data_set_int_value(spine_event_data event, int32_t value); SPINE_CPP_LITE_EXPORT float spine_event_data_get_float_value(spine_event_data event); SPINE_CPP_LITE_EXPORT void spine_event_data_set_float_value(spine_event_data event, float value); SPINE_CPP_LITE_EXPORT const utf8 *spine_event_data_get_string_value(spine_event_data event); SPINE_CPP_LITE_EXPORT void spine_event_data_set_string_value(spine_event_data event, const utf8 *value); SPINE_CPP_LITE_EXPORT const utf8 *spine_event_data_get_audio_path(spine_event_data event); // OMITTED setAudioPath() SPINE_CPP_LITE_EXPORT float spine_event_data_get_volume(spine_event_data event); SPINE_CPP_LITE_EXPORT void spine_event_data_set_volume(spine_event_data event, float volume); SPINE_CPP_LITE_EXPORT float spine_event_data_get_balance(spine_event_data event); SPINE_CPP_LITE_EXPORT void spine_event_data_set_balance(spine_event_data event, float balance); SPINE_CPP_LITE_EXPORT spine_event_data spine_event_get_data(spine_event event); SPINE_CPP_LITE_EXPORT float spine_event_get_time(spine_event event); SPINE_CPP_LITE_EXPORT int32_t spine_event_get_int_value(spine_event event); SPINE_CPP_LITE_EXPORT void spine_event_set_int_value(spine_event event, int32_t value); SPINE_CPP_LITE_EXPORT float spine_event_get_float_value(spine_event event); SPINE_CPP_LITE_EXPORT void spine_event_set_float_value(spine_event event, float value); SPINE_CPP_LITE_EXPORT const utf8 *spine_event_get_string_value(spine_event event); SPINE_CPP_LITE_EXPORT void spine_event_set_string_value(spine_event event, const utf8 *value); SPINE_CPP_LITE_EXPORT float spine_event_get_volume(spine_event event); SPINE_CPP_LITE_EXPORT void spine_event_set_volume(spine_event event, float volume); SPINE_CPP_LITE_EXPORT float spine_event_get_balance(spine_event event); SPINE_CPP_LITE_EXPORT void spine_event_set_balance(spine_event event, float balance); SPINE_CPP_LITE_EXPORT int32_t spine_slot_data_get_index(spine_slot_data slot); SPINE_CPP_LITE_EXPORT const utf8 *spine_slot_data_get_name(spine_slot_data slot); SPINE_CPP_LITE_EXPORT spine_bone_data spine_slot_data_get_bone_data(spine_slot_data slot); SPINE_CPP_LITE_EXPORT spine_color spine_slot_data_get_color(spine_slot_data slot); SPINE_CPP_LITE_EXPORT void spine_slot_data_set_color(spine_slot_data slot, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT spine_color spine_slot_data_get_dark_color(spine_slot_data slot); SPINE_CPP_LITE_EXPORT void spine_slot_data_set_dark_color(spine_slot_data slot, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT spine_bool spine_slot_data_get_has_dark_color(spine_slot_data slot); SPINE_CPP_LITE_EXPORT void spine_slot_data_set_has_dark_color(spine_slot_data slot, spine_bool hasDarkColor); SPINE_CPP_LITE_EXPORT const utf8 *spine_slot_data_get_attachment_name(spine_slot_data slot); SPINE_CPP_LITE_EXPORT void spine_slot_data_set_attachment_name(spine_slot_data slot, const utf8 *attachmentName); SPINE_CPP_LITE_EXPORT spine_blend_mode spine_slot_data_get_blend_mode(spine_slot_data slot); SPINE_CPP_LITE_EXPORT void spine_slot_data_set_blend_mode(spine_slot_data slot, spine_blend_mode blendMode); SPINE_CPP_LITE_EXPORT spine_bool spine_slot_data_is_visible(spine_slot_data slot); SPINE_CPP_LITE_EXPORT void spine_slot_data_set_visible(spine_slot_data slot, spine_bool visible); // OMITTED getPath()/setPath() SPINE_CPP_LITE_EXPORT void spine_slot_set_to_setup_pose(spine_slot slot); SPINE_CPP_LITE_EXPORT spine_slot_data spine_slot_get_data(spine_slot slot); SPINE_CPP_LITE_EXPORT spine_bone spine_slot_get_bone(spine_slot slot); SPINE_CPP_LITE_EXPORT spine_skeleton spine_slot_get_skeleton(spine_slot slot); SPINE_CPP_LITE_EXPORT spine_color spine_slot_get_color(spine_slot slot); SPINE_CPP_LITE_EXPORT void spine_slot_set_color(spine_slot slot, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT spine_color spine_slot_get_dark_color(spine_slot slot); SPINE_CPP_LITE_EXPORT void spine_slot_set_dark_color(spine_slot slot, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT spine_bool spine_slot_has_dark_color(spine_slot slot); // @optional SPINE_CPP_LITE_EXPORT spine_attachment spine_slot_get_attachment(spine_slot slot); SPINE_CPP_LITE_EXPORT void spine_slot_set_attachment(spine_slot slot, spine_attachment attachment); // OMITTED getDeform() SPINE_CPP_LITE_EXPORT int32_t spine_slot_get_sequence_index(spine_slot slot); SPINE_CPP_LITE_EXPORT void spine_slot_set_sequence_index(spine_slot slot, int32_t sequenceIndex); SPINE_CPP_LITE_EXPORT int32_t spine_bone_data_get_index(spine_bone_data data); SPINE_CPP_LITE_EXPORT const utf8 *spine_bone_data_get_name(spine_bone_data data); // @optional SPINE_CPP_LITE_EXPORT spine_bone_data spine_bone_data_get_parent(spine_bone_data data); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_length(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_length(spine_bone_data data, float length); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_x(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_x(spine_bone_data data, float x); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_y(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_y(spine_bone_data data, float y); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_rotation(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_rotation(spine_bone_data data, float rotation); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_scale_x(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_scale_x(spine_bone_data data, float scaleX); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_scale_y(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_scale_y(spine_bone_data data, float scaleY); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_shear_x(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_shear_x(spine_bone_data data, float shearx); SPINE_CPP_LITE_EXPORT float spine_bone_data_get_shear_y(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_shear_y(spine_bone_data data, float shearY); SPINE_CPP_LITE_EXPORT spine_inherit spine_bone_data_get_inherit(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_inherit(spine_bone_data data, spine_inherit inherit); SPINE_CPP_LITE_EXPORT spine_bool spine_bone_data_get_is_skin_required(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_is_skin_required(spine_bone_data data, spine_bool isSkinRequired); SPINE_CPP_LITE_EXPORT spine_color spine_bone_data_get_color(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_color(spine_bone_data data, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT spine_bool spine_bone_data_is_visible(spine_bone_data data); SPINE_CPP_LITE_EXPORT void spine_bone_data_set_visible(spine_bone_data data, spine_bool isVisible); // Omitted getIcon()/setIcon() SPINE_CPP_LITE_EXPORT void spine_bone_set_is_y_down(spine_bool yDown); SPINE_CPP_LITE_EXPORT spine_bool spine_bone_get_is_y_down(); SPINE_CPP_LITE_EXPORT void spine_bone_update(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_update_world_transform(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_update_world_transform_with(spine_bone bone, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY); SPINE_CPP_LITE_EXPORT void spine_bone_update_applied_transform(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_to_setup_pose(spine_bone bone); SPINE_CPP_LITE_EXPORT spine_vector spine_bone_world_to_local(spine_bone bone, float worldX, float worldY); SPINE_CPP_LITE_EXPORT spine_vector spine_bone_world_to_parent(spine_bone bone, float worldX, float worldY); SPINE_CPP_LITE_EXPORT spine_vector spine_bone_local_to_world(spine_bone bone, float localX, float localY); SPINE_CPP_LITE_EXPORT spine_vector spine_bone_parent_to_world(spine_bone bone, float localX, float localY); SPINE_CPP_LITE_EXPORT float spine_bone_world_to_local_rotation(spine_bone bone, float worldRotation); SPINE_CPP_LITE_EXPORT float spine_bone_local_to_world_rotation(spine_bone bone, float localRotation); SPINE_CPP_LITE_EXPORT void spine_bone_rotate_world(spine_bone bone, float degrees); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_to_local_rotation_x(spine_bone bone); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_to_local_rotation_y(spine_bone bone); SPINE_CPP_LITE_EXPORT spine_bone_data spine_bone_get_data(spine_bone bone); SPINE_CPP_LITE_EXPORT spine_skeleton spine_bone_get_skeleton(spine_bone bone); // @optional SPINE_CPP_LITE_EXPORT spine_bone spine_bone_get_parent(spine_bone bone); SPINE_CPP_LITE_EXPORT int32_t spine_bone_get_num_children(spine_bone bone); SPINE_CPP_LITE_EXPORT spine_bone *spine_bone_get_children(spine_bone bone); SPINE_CPP_LITE_EXPORT float spine_bone_get_x(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_x(spine_bone bone, float x); SPINE_CPP_LITE_EXPORT float spine_bone_get_y(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_y(spine_bone bone, float y); SPINE_CPP_LITE_EXPORT float spine_bone_get_rotation(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_rotation(spine_bone bone, float rotation); SPINE_CPP_LITE_EXPORT float spine_bone_get_scale_x(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_scale_x(spine_bone bone, float scaleX); SPINE_CPP_LITE_EXPORT float spine_bone_get_scale_y(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_scale_y(spine_bone bone, float scaleY); SPINE_CPP_LITE_EXPORT float spine_bone_get_shear_x(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_shear_x(spine_bone bone, float shearX); SPINE_CPP_LITE_EXPORT float spine_bone_get_shear_y(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_shear_y(spine_bone bone, float shearY); SPINE_CPP_LITE_EXPORT float spine_bone_get_applied_rotation(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_applied_rotation(spine_bone bone, float rotation); SPINE_CPP_LITE_EXPORT float spine_bone_get_a_x(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_a_x(spine_bone bone, float x); SPINE_CPP_LITE_EXPORT float spine_bone_get_a_y(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_a_y(spine_bone bone, float y); SPINE_CPP_LITE_EXPORT float spine_bone_get_a_scale_x(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_a_scale_x(spine_bone bone, float scaleX); SPINE_CPP_LITE_EXPORT float spine_bone_get_a_scale_y(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_a_scale_y(spine_bone bone, float scaleY); SPINE_CPP_LITE_EXPORT float spine_bone_get_a_shear_x(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_a_shear_x(spine_bone bone, float shearX); SPINE_CPP_LITE_EXPORT float spine_bone_get_a_shear_y(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_a_shear_y(spine_bone bone, float shearY); SPINE_CPP_LITE_EXPORT float spine_bone_get_a(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_a(spine_bone bone, float a); SPINE_CPP_LITE_EXPORT float spine_bone_get_b(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_b(spine_bone bone, float b); SPINE_CPP_LITE_EXPORT float spine_bone_get_c(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_c(spine_bone bone, float c); SPINE_CPP_LITE_EXPORT float spine_bone_get_d(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_d(spine_bone bone, float d); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_x(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_world_x(spine_bone bone, float worldX); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_y(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_world_y(spine_bone bone, float worldY); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_rotation_x(spine_bone bone); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_rotation_y(spine_bone bone); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_scale_x(spine_bone bone); SPINE_CPP_LITE_EXPORT float spine_bone_get_world_scale_y(spine_bone bone); SPINE_CPP_LITE_EXPORT spine_bool spine_bone_get_is_active(spine_bone bone); SPINE_CPP_LITE_EXPORT void spine_bone_set_is_active(spine_bone bone, spine_bool isActive); SPINE_CPP_LITE_EXPORT spine_inherit spine_bone_get_inherit(spine_bone data); SPINE_CPP_LITE_EXPORT void spine_bone_set_inherit(spine_bone data, spine_inherit inherit); SPINE_CPP_LITE_EXPORT const utf8 *spine_attachment_get_name(spine_attachment attachment); SPINE_CPP_LITE_EXPORT spine_attachment_type spine_attachment_get_type(spine_attachment attachment); // @ignore SPINE_CPP_LITE_EXPORT spine_attachment spine_attachment_copy(spine_attachment attachment); // @optional SPINE_CPP_LITE_EXPORT spine_bounding_box_attachment spine_attachment_cast_to_bounding_box_attachment(spine_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_attachment_dispose(spine_attachment attachment); SPINE_CPP_LITE_EXPORT spine_vector spine_point_attachment_compute_world_position(spine_point_attachment attachment, spine_bone bone); SPINE_CPP_LITE_EXPORT float spine_point_attachment_compute_world_rotation(spine_point_attachment attachment, spine_bone bone); SPINE_CPP_LITE_EXPORT float spine_point_attachment_get_x(spine_point_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_point_attachment_set_x(spine_point_attachment attachment, float x); SPINE_CPP_LITE_EXPORT float spine_point_attachment_get_y(spine_point_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_point_attachment_set_y(spine_point_attachment attachment, float y); SPINE_CPP_LITE_EXPORT float spine_point_attachment_get_rotation(spine_point_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_point_attachment_set_rotation(spine_point_attachment attachment, float rotation); SPINE_CPP_LITE_EXPORT spine_color spine_point_attachment_get_color(spine_point_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_point_attachment_set_color(spine_point_attachment attachment, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT void spine_region_attachment_update_region(spine_region_attachment attachment); // @ignore SPINE_CPP_LITE_EXPORT void spine_region_attachment_compute_world_vertices(spine_region_attachment attachment, spine_slot slot, float *worldVertices); SPINE_CPP_LITE_EXPORT float spine_region_attachment_get_x(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_x(spine_region_attachment attachment, float x); SPINE_CPP_LITE_EXPORT float spine_region_attachment_get_y(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_y(spine_region_attachment attachment, float y); SPINE_CPP_LITE_EXPORT float spine_region_attachment_get_rotation(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_rotation(spine_region_attachment attachment, float rotation); SPINE_CPP_LITE_EXPORT float spine_region_attachment_get_scale_x(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_scale_x(spine_region_attachment attachment, float scaleX); SPINE_CPP_LITE_EXPORT float spine_region_attachment_get_scale_y(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_scale_y(spine_region_attachment attachment, float scaleY); SPINE_CPP_LITE_EXPORT float spine_region_attachment_get_width(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_width(spine_region_attachment attachment, float width); SPINE_CPP_LITE_EXPORT float spine_region_attachment_get_height(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_height(spine_region_attachment attachment, float height); SPINE_CPP_LITE_EXPORT spine_color spine_region_attachment_get_color(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_region_attachment_set_color(spine_region_attachment attachment, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT const utf8 *spine_region_attachment_get_path(spine_region_attachment attachment); // OMITTED setPath() // @optional SPINE_CPP_LITE_EXPORT spine_texture_region spine_region_attachment_get_region(spine_region_attachment attachment); // OMITTED setRegion() // @optional SPINE_CPP_LITE_EXPORT spine_sequence spine_region_attachment_get_sequence(spine_region_attachment attachment); // OMITTED setSequence() SPINE_CPP_LITE_EXPORT int32_t spine_region_attachment_get_num_offset(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT float *spine_region_attachment_get_offset(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT int32_t spine_region_attachment_get_num_uvs(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT float *spine_region_attachment_get_uvs(spine_region_attachment attachment); SPINE_CPP_LITE_EXPORT int32_t spine_vertex_attachment_get_world_vertices_length(spine_vertex_attachment attachment); // @ignore SPINE_CPP_LITE_EXPORT void spine_vertex_attachment_compute_world_vertices(spine_vertex_attachment attachment, spine_slot slot, float *worldVertices); // OMITTED getId() SPINE_CPP_LITE_EXPORT int32_t spine_vertex_attachment_get_num_bones(spine_vertex_attachment attachment); SPINE_CPP_LITE_EXPORT int32_t *spine_vertex_attachment_get_bones(spine_vertex_attachment attachment); SPINE_CPP_LITE_EXPORT int32_t spine_vertex_attachment_get_num_vertices(spine_vertex_attachment attachment); SPINE_CPP_LITE_EXPORT float *spine_vertex_attachment_get_vertices(spine_vertex_attachment attachment); // @optional SPINE_CPP_LITE_EXPORT spine_attachment spine_vertex_attachment_get_timeline_attachment(spine_vertex_attachment timelineAttachment); SPINE_CPP_LITE_EXPORT void spine_vertex_attachment_set_timeline_attachment(spine_vertex_attachment attachment, spine_attachment timelineAttachment); // OMITTED copyTo() SPINE_CPP_LITE_EXPORT void spine_mesh_attachment_update_region(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT int32_t spine_mesh_attachment_get_hull_length(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_mesh_attachment_set_hull_length(spine_mesh_attachment attachment, int32_t hullLength); SPINE_CPP_LITE_EXPORT int32_t spine_mesh_attachment_get_num_region_uvs(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT float *spine_mesh_attachment_get_region_uvs(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT int32_t spine_mesh_attachment_get_num_uvs(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT float *spine_mesh_attachment_get_uvs(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT int32_t spine_mesh_attachment_get_num_triangles(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT uint16_t *spine_mesh_attachment_get_triangles(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT spine_color spine_mesh_attachment_get_color(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_mesh_attachment_set_color(spine_mesh_attachment attachment, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT const utf8 *spine_mesh_attachment_get_path(spine_mesh_attachment attachment); // OMITTED setPath() SPINE_CPP_LITE_EXPORT spine_texture_region spine_mesh_attachment_get_region(spine_mesh_attachment attachment); // OMITTED setRegion() // @optional SPINE_CPP_LITE_EXPORT spine_sequence spine_mesh_attachment_get_sequence(spine_mesh_attachment attachment); // OMITTED setSequence() // @optional SPINE_CPP_LITE_EXPORT spine_mesh_attachment spine_mesh_attachment_get_parent_mesh(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_mesh_attachment_set_parent_mesh(spine_mesh_attachment attachment, spine_mesh_attachment parentMesh); SPINE_CPP_LITE_EXPORT int32_t spine_mesh_attachment_get_num_edges(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT uint16_t *spine_mesh_attachment_get_edges(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT float spine_mesh_attachment_get_width(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_mesh_attachment_set_width(spine_mesh_attachment attachment, float width); SPINE_CPP_LITE_EXPORT float spine_mesh_attachment_get_height(spine_mesh_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_mesh_attachment_set_height(spine_mesh_attachment attachment, float height); // OMITTED newLinkedMesh() // @optional SPINE_CPP_LITE_EXPORT spine_slot_data spine_clipping_attachment_get_end_slot(spine_clipping_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_clipping_attachment_set_end_slot(spine_clipping_attachment attachment, spine_slot_data endSlot); SPINE_CPP_LITE_EXPORT spine_color spine_clipping_attachment_get_color(spine_clipping_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_clipping_attachment_set_color(spine_clipping_attachment attachment, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT spine_color spine_bounding_box_attachment_get_color(spine_bounding_box_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_bounding_box_attachment_set_color(spine_bounding_box_attachment attachment, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT int32_t spine_path_attachment_get_num_lengths(spine_path_attachment attachment); SPINE_CPP_LITE_EXPORT float *spine_path_attachment_get_lengths(spine_path_attachment attachment); SPINE_CPP_LITE_EXPORT spine_bool spine_path_attachment_get_is_closed(spine_path_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_path_attachment_set_is_closed(spine_path_attachment attachment, spine_bool isClosed); SPINE_CPP_LITE_EXPORT spine_bool spine_path_attachment_get_is_constant_speed(spine_path_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_path_attachment_set_is_constant_speed(spine_path_attachment attachment, spine_bool isConstantSpeed); SPINE_CPP_LITE_EXPORT spine_color spine_path_attachment_get_color(spine_path_attachment attachment); SPINE_CPP_LITE_EXPORT void spine_path_attachment_set_color(spine_path_attachment attachment, float r, float g, float b, float a); SPINE_CPP_LITE_EXPORT void spine_skin_set_attachment(spine_skin skin, int32_t slotIndex, const utf8 *name, spine_attachment attachment); // @optional SPINE_CPP_LITE_EXPORT spine_attachment spine_skin_get_attachment(spine_skin skin, int32_t slotIndex, const utf8 *name); SPINE_CPP_LITE_EXPORT void spine_skin_remove_attachment(spine_skin skin, int32_t slotIndex, const utf8 *name); // OMITTED findNamesForSlot() // OMITTED findAttachmentsForSlot() // OMITTED getColor() SPINE_CPP_LITE_EXPORT const utf8 *spine_skin_get_name(spine_skin skin); SPINE_CPP_LITE_EXPORT void spine_skin_add_skin(spine_skin skin, spine_skin other); SPINE_CPP_LITE_EXPORT void spine_skin_copy_skin(spine_skin skin, spine_skin other); SPINE_CPP_LITE_EXPORT spine_skin_entries spine_skin_get_entries(spine_skin skin); SPINE_CPP_LITE_EXPORT int32_t spine_skin_entries_get_num_entries(spine_skin_entries entries); SPINE_CPP_LITE_EXPORT spine_skin_entry spine_skin_entries_get_entry(spine_skin_entries entries, int32_t index); SPINE_CPP_LITE_EXPORT void spine_skin_entries_dispose(spine_skin_entries entries); SPINE_CPP_LITE_EXPORT int32_t spine_skin_entry_get_slot_index(spine_skin_entry entry); SPINE_CPP_LITE_EXPORT utf8 *spine_skin_entry_get_name(spine_skin_entry entry); SPINE_CPP_LITE_EXPORT spine_attachment spine_skin_entry_get_attachment(spine_skin_entry entry); SPINE_CPP_LITE_EXPORT int32_t spine_skin_get_num_bones(spine_skin skin); SPINE_CPP_LITE_EXPORT spine_bone_data *spine_skin_get_bones(spine_skin skin); SPINE_CPP_LITE_EXPORT int32_t spine_skin_get_num_constraints(spine_skin skin); SPINE_CPP_LITE_EXPORT spine_constraint_data *spine_skin_get_constraints(spine_skin skin); // @ignore SPINE_CPP_LITE_EXPORT spine_skin spine_skin_create(const utf8 *name); SPINE_CPP_LITE_EXPORT void spine_skin_dispose(spine_skin skin); SPINE_CPP_LITE_EXPORT spine_constraint_type spine_constraint_data_get_type(spine_constraint_data data); SPINE_CPP_LITE_EXPORT const utf8 *spine_constraint_data_get_name(spine_constraint_data data); SPINE_CPP_LITE_EXPORT uint64_t spine_constraint_data_get_order(spine_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_constraint_data_set_order(spine_constraint_data data, uint64_t order); SPINE_CPP_LITE_EXPORT spine_bool spine_constraint_data_get_is_skin_required(spine_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_constraint_data_set_is_skin_required(spine_constraint_data data, spine_bool isSkinRequired); SPINE_CPP_LITE_EXPORT int32_t spine_ik_constraint_data_get_num_bones(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT spine_bone_data *spine_ik_constraint_data_get_bones(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT spine_bone_data spine_ik_constraint_data_get_target(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_data_set_target(spine_ik_constraint_data data, spine_bone_data target); SPINE_CPP_LITE_EXPORT int32_t spine_ik_constraint_data_get_bend_direction(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_data_set_bend_direction(spine_ik_constraint_data data, int32_t bendDirection); SPINE_CPP_LITE_EXPORT spine_bool spine_ik_constraint_data_get_compress(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_data_set_compress(spine_ik_constraint_data data, spine_bool compress); SPINE_CPP_LITE_EXPORT spine_bool spine_ik_constraint_data_get_stretch(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_data_set_stretch(spine_ik_constraint_data data, spine_bool stretch); SPINE_CPP_LITE_EXPORT spine_bool spine_ik_constraint_data_get_uniform(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_data_set_uniform(spine_ik_constraint_data data, spine_bool uniform); SPINE_CPP_LITE_EXPORT float spine_ik_constraint_data_get_mix(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_data_set_mix(spine_ik_constraint_data data, float mix); SPINE_CPP_LITE_EXPORT float spine_ik_constraint_data_get_softness(spine_ik_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_data_set_softness(spine_ik_constraint_data data, float softness); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_update(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT int32_t spine_ik_constraint_get_order(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT spine_ik_constraint_data spine_ik_constraint_get_data(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT int32_t spine_ik_constraint_get_num_bones(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT spine_bone *spine_ik_constraint_get_bones(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT spine_bone spine_ik_constraint_get_target(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_set_target(spine_ik_constraint constraint, spine_bone target); SPINE_CPP_LITE_EXPORT int32_t spine_ik_constraint_get_bend_direction(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_set_bend_direction(spine_ik_constraint constraint, int32_t bendDirection); SPINE_CPP_LITE_EXPORT spine_bool spine_ik_constraint_get_compress(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_set_compress(spine_ik_constraint constraint, spine_bool compress); SPINE_CPP_LITE_EXPORT spine_bool spine_ik_constraint_get_stretch(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_set_stretch(spine_ik_constraint constraint, spine_bool stretch); SPINE_CPP_LITE_EXPORT float spine_ik_constraint_get_mix(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_set_mix(spine_ik_constraint constraint, float mix); SPINE_CPP_LITE_EXPORT float spine_ik_constraint_get_softness(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_set_softness(spine_ik_constraint constraint, float softness); SPINE_CPP_LITE_EXPORT spine_bool spine_ik_constraint_get_is_active(spine_ik_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_ik_constraint_set_is_active(spine_ik_constraint constraint, spine_bool isActive); // OMITTED setToSetupPose() SPINE_CPP_LITE_EXPORT int32_t spine_transform_constraint_data_get_num_bones(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT spine_bone_data *spine_transform_constraint_data_get_bones(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT spine_bone_data spine_transform_constraint_data_get_target(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_target(spine_transform_constraint_data data, spine_bone_data target); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_mix_rotate(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_mix_rotate(spine_transform_constraint_data data, float mixRotate); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_mix_x(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_mix_x(spine_transform_constraint_data data, float mixX); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_mix_y(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_mix_y(spine_transform_constraint_data data, float mixY); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_mix_scale_x(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_mix_scale_x(spine_transform_constraint_data data, float mixScaleX); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_mix_scale_y(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_mix_scale_y(spine_transform_constraint_data data, float mixScaleY); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_mix_shear_y(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_mix_shear_y(spine_transform_constraint_data data, float mixShearY); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_offset_rotation(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_offset_rotation(spine_transform_constraint_data data, float offsetRotation); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_offset_x(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_offset_x(spine_transform_constraint_data data, float offsetX); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_offset_y(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_offset_y(spine_transform_constraint_data data, float offsetY); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_offset_scale_x(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_offset_scale_x(spine_transform_constraint_data data, float offsetScaleX); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_offset_scale_y(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_offset_scale_y(spine_transform_constraint_data data, float offsetScaleY); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_data_get_offset_shear_y(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_offset_shear_y(spine_transform_constraint_data data, float offsetShearY); SPINE_CPP_LITE_EXPORT spine_bool spine_transform_constraint_data_get_is_relative(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_is_relative(spine_transform_constraint_data data, spine_bool isRelative); SPINE_CPP_LITE_EXPORT spine_bool spine_transform_constraint_data_get_is_local(spine_transform_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_data_set_is_local(spine_transform_constraint_data data, spine_bool isLocal); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_update(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT int32_t spine_transform_constraint_get_order(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT spine_transform_constraint_data spine_transform_constraint_get_data(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT int32_t spine_transform_constraint_get_num_bones(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT spine_bone *spine_transform_constraint_get_bones(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT spine_bone spine_transform_constraint_get_target(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_target(spine_transform_constraint constraint, spine_bone target); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_get_mix_rotate(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_mix_rotate(spine_transform_constraint constraint, float mixRotate); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_get_mix_x(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_mix_x(spine_transform_constraint constraint, float mixX); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_get_mix_y(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_mix_y(spine_transform_constraint constraint, float mixY); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_get_mix_scale_x(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_mix_scale_x(spine_transform_constraint constraint, float mixScaleX); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_get_mix_scale_y(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_mix_scale_y(spine_transform_constraint constraint, float mixScaleY); SPINE_CPP_LITE_EXPORT float spine_transform_constraint_get_mix_shear_y(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_mix_shear_y(spine_transform_constraint constraint, float mixShearY); SPINE_CPP_LITE_EXPORT spine_bool spine_transform_constraint_get_is_active(spine_transform_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_transform_constraint_set_is_active(spine_transform_constraint constraint, spine_bool isActive); // OMITTED setToSetupPose() SPINE_CPP_LITE_EXPORT int32_t spine_path_constraint_data_get_num_bones(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT spine_bone_data *spine_path_constraint_data_get_bones(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT spine_slot_data spine_path_constraint_data_get_target(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_target(spine_path_constraint_data data, spine_slot_data target); SPINE_CPP_LITE_EXPORT spine_position_mode spine_path_constraint_data_get_position_mode(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_position_mode(spine_path_constraint_data data, spine_position_mode positionMode); SPINE_CPP_LITE_EXPORT spine_spacing_mode spine_path_constraint_data_get_spacing_mode(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_spacing_mode(spine_path_constraint_data data, spine_spacing_mode spacingMode); SPINE_CPP_LITE_EXPORT spine_rotate_mode spine_path_constraint_data_get_rotate_mode(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_rotate_mode(spine_path_constraint_data data, spine_rotate_mode rotateMode); SPINE_CPP_LITE_EXPORT float spine_path_constraint_data_get_offset_rotation(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_offset_rotation(spine_path_constraint_data data, float offsetRotation); SPINE_CPP_LITE_EXPORT float spine_path_constraint_data_get_position(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_position(spine_path_constraint_data data, float position); SPINE_CPP_LITE_EXPORT float spine_path_constraint_data_get_spacing(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_spacing(spine_path_constraint_data data, float spacing); SPINE_CPP_LITE_EXPORT float spine_path_constraint_data_get_mix_rotate(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_mix_rotate(spine_path_constraint_data data, float mixRotate); SPINE_CPP_LITE_EXPORT float spine_path_constraint_data_get_mix_x(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_mix_x(spine_path_constraint_data data, float mixX); SPINE_CPP_LITE_EXPORT float spine_path_constraint_data_get_mix_y(spine_path_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_path_constraint_data_set_mix_y(spine_path_constraint_data data, float mixY); SPINE_CPP_LITE_EXPORT void spine_path_constraint_update(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT int32_t spine_path_constraint_get_order(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT spine_path_constraint_data spine_path_constraint_get_data(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT int32_t spine_path_constraint_get_num_bones(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT spine_bone *spine_path_constraint_get_bones(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT spine_slot spine_path_constraint_get_target(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_path_constraint_set_target(spine_path_constraint constraint, spine_slot target); SPINE_CPP_LITE_EXPORT float spine_path_constraint_get_position(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_path_constraint_set_position(spine_path_constraint constraint, float position); SPINE_CPP_LITE_EXPORT float spine_path_constraint_get_spacing(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_path_constraint_set_spacing(spine_path_constraint constraint, float spacing); SPINE_CPP_LITE_EXPORT float spine_path_constraint_get_mix_rotate(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_path_constraint_set_mix_rotate(spine_path_constraint constraint, float mixRotate); SPINE_CPP_LITE_EXPORT float spine_path_constraint_get_mix_x(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_path_constraint_set_mix_x(spine_path_constraint constraint, float mixX); SPINE_CPP_LITE_EXPORT float spine_path_constraint_get_mix_y(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_path_constraint_set_mix_y(spine_path_constraint constraint, float mixY); SPINE_CPP_LITE_EXPORT spine_bool spine_path_constraint_get_is_active(spine_path_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_path_constraint_set_is_active(spine_path_constraint constraint, spine_bool isActive); // OMITTED setToSetupPose() SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_bone(spine_physics_constraint_data data, spine_bone_data bone); SPINE_CPP_LITE_EXPORT spine_bone_data spine_physics_constraint_data_get_bone(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_x(spine_physics_constraint_data data, float x); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_x(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_y(spine_physics_constraint_data data, float y); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_y(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_rotate(spine_physics_constraint_data data, float rotate); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_rotate(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_scale_x(spine_physics_constraint_data data, float scaleX); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_scale_x(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_shear_x(spine_physics_constraint_data data, float shearX); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_shear_x(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_limit(spine_physics_constraint_data data, float limit); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_limit(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_step(spine_physics_constraint_data data, float step); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_step(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_inertia(spine_physics_constraint_data data, float inertia); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_inertia(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_strength(spine_physics_constraint_data data, float strength); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_strength(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_damping(spine_physics_constraint_data data, float damping); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_damping(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_mass_inverse(spine_physics_constraint_data data, float massInverse); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_mass_inverse(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_wind(spine_physics_constraint_data data, float wind); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_wind(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_gravity(spine_physics_constraint_data data, float gravity); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_gravity(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_mix(spine_physics_constraint_data data, float mix); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_data_get_mix(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_inertia_global(spine_physics_constraint_data data, spine_bool inertiaGlobal); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_data_is_inertia_global(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_strength_global(spine_physics_constraint_data data, spine_bool strengthGlobal); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_data_is_strength_global(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_damping_global(spine_physics_constraint_data data, spine_bool dampingGlobal); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_data_is_damping_global(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_mass_global(spine_physics_constraint_data data, spine_bool massGlobal); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_data_is_mass_global(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_wind_global(spine_physics_constraint_data data, spine_bool windGlobal); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_data_is_wind_global(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_gravity_global(spine_physics_constraint_data data, spine_bool gravityGlobal); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_data_is_gravity_global(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_data_set_mix_global(spine_physics_constraint_data data, spine_bool mixGlobal); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_data_is_mix_global(spine_physics_constraint_data data); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_bone(spine_physics_constraint constraint, spine_bone bone); SPINE_CPP_LITE_EXPORT spine_bone spine_physics_constraint_get_bone(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_inertia(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_inertia(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_strength(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_strength(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_damping(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_damping(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_mass_inverse(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_mass_inverse(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_wind(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_wind(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_gravity(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_gravity(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_mix(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_mix(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_reset(spine_physics_constraint constraint, spine_bool value); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_get_reset(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_ux(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_ux(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_uy(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_uy(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_cx(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_cx(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_cy(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_cy(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_tx(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_tx(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_ty(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_ty(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_x_offset(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_x_offset(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_x_velocity(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_x_velocity(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_y_offset(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_y_offset(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_y_velocity(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_y_velocity(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_rotate_offset(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_rotate_offset(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_rotate_velocity(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_rotate_velocity(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_scale_offset(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_scale_offset(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_scale_velocity(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_scale_velocity(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_active(spine_physics_constraint constraint, spine_bool value); SPINE_CPP_LITE_EXPORT spine_bool spine_physics_constraint_is_active(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_remaining(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_remaining(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_set_last_time(spine_physics_constraint constraint, float value); SPINE_CPP_LITE_EXPORT float spine_physics_constraint_get_last_time(spine_physics_constraint constraint); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_reset_fully(spine_physics_constraint constraint); // Omitted setToSetupPose() SPINE_CPP_LITE_EXPORT void spine_physics_constraint_update(spine_physics_constraint data, spine_physics physics); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_translate(spine_physics_constraint data, float x, float y); SPINE_CPP_LITE_EXPORT void spine_physics_constraint_rotate(spine_physics_constraint data, float x, float y, float degrees); // OMITTED copy() SPINE_CPP_LITE_EXPORT void spine_sequence_apply(spine_sequence sequence, spine_slot slot, spine_attachment attachment); SPINE_CPP_LITE_EXPORT const utf8 *spine_sequence_get_path(spine_sequence sequence, const utf8 *basePath, int32_t index); SPINE_CPP_LITE_EXPORT int32_t spine_sequence_get_id(spine_sequence sequence); SPINE_CPP_LITE_EXPORT void spine_sequence_set_id(spine_sequence sequence, int32_t id); SPINE_CPP_LITE_EXPORT int32_t spine_sequence_get_start(spine_sequence sequence); SPINE_CPP_LITE_EXPORT void spine_sequence_set_start(spine_sequence sequence, int32_t start); SPINE_CPP_LITE_EXPORT int32_t spine_sequence_get_digits(spine_sequence sequence); SPINE_CPP_LITE_EXPORT void spine_sequence_set_digits(spine_sequence sequence, int32_t digits); SPINE_CPP_LITE_EXPORT int32_t spine_sequence_get_setup_index(spine_sequence sequence); SPINE_CPP_LITE_EXPORT void spine_sequence_set_setup_index(spine_sequence sequence, int32_t setupIndex); SPINE_CPP_LITE_EXPORT int32_t spine_sequence_get_num_regions(spine_sequence sequence); SPINE_CPP_LITE_EXPORT spine_texture_region *spine_sequence_get_regions(spine_sequence sequence); SPINE_CPP_LITE_EXPORT void *spine_texture_region_get_texture(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_texture(spine_texture_region textureRegion, void *texture); SPINE_CPP_LITE_EXPORT float spine_texture_region_get_u(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_u(spine_texture_region textureRegion, float u); SPINE_CPP_LITE_EXPORT float spine_texture_region_get_v(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_v(spine_texture_region textureRegion, float v); SPINE_CPP_LITE_EXPORT float spine_texture_region_get_u2(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_u2(spine_texture_region textureRegion, float u2); SPINE_CPP_LITE_EXPORT float spine_texture_region_get_v2(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_v2(spine_texture_region textureRegion, float v2); SPINE_CPP_LITE_EXPORT int32_t spine_texture_region_get_degrees(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_degrees(spine_texture_region textureRegion, int32_t degrees); SPINE_CPP_LITE_EXPORT float spine_texture_region_get_offset_x(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_offset_x(spine_texture_region textureRegion, float offsetX); SPINE_CPP_LITE_EXPORT float spine_texture_region_get_offset_y(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_offset_y(spine_texture_region textureRegion, float offsetY); SPINE_CPP_LITE_EXPORT int32_t spine_texture_region_get_width(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_width(spine_texture_region textureRegion, int32_t width); SPINE_CPP_LITE_EXPORT int32_t spine_texture_region_get_height(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_height(spine_texture_region textureRegion, int32_t height); SPINE_CPP_LITE_EXPORT int32_t spine_texture_region_get_original_width(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_original_width(spine_texture_region textureRegion, int32_t originalWidth); SPINE_CPP_LITE_EXPORT int32_t spine_texture_region_get_original_height(spine_texture_region textureRegion); SPINE_CPP_LITE_EXPORT void spine_texture_region_set_original_height(spine_texture_region textureRegion, int32_t originalHeight); // @ignore SPINE_CPP_LITE_EXPORT spine_skeleton_bounds spine_skeleton_bounds_create(); SPINE_CPP_LITE_EXPORT void spine_skeleton_bounds_dispose(spine_skeleton_bounds bounds); SPINE_CPP_LITE_EXPORT void spine_skeleton_bounds_update(spine_skeleton_bounds bounds, spine_skeleton skeleton, spine_bool updateAabb); SPINE_CPP_LITE_EXPORT spine_bool spine_skeleton_bounds_aabb_contains_point(spine_skeleton_bounds bounds, float x, float y); SPINE_CPP_LITE_EXPORT spine_bool spine_skeleton_bounds_aabb_intersects_segment(spine_skeleton_bounds bounds, float x1, float y1, float x2, float y2); SPINE_CPP_LITE_EXPORT spine_bool spine_skeleton_bounds_aabb_intersects_skeleton(spine_skeleton_bounds bounds, spine_skeleton_bounds otherBounds); SPINE_CPP_LITE_EXPORT spine_bool spine_skeleton_bounds_contains_point(spine_skeleton_bounds bounds, spine_polygon polygon, float x, float y); SPINE_CPP_LITE_EXPORT spine_bounding_box_attachment spine_skeleton_bounds_contains_point_attachment(spine_skeleton_bounds bounds, float x, float y); SPINE_CPP_LITE_EXPORT spine_bounding_box_attachment spine_skeleton_bounds_intersects_segment_attachment(spine_skeleton_bounds bounds, float x1, float y1, float x2, float y2); SPINE_CPP_LITE_EXPORT spine_bool spine_skeleton_bounds_intersects_segment(spine_skeleton_bounds bounds, spine_polygon polygon, float x1, float y1, float x2, float y2); SPINE_CPP_LITE_EXPORT spine_polygon spine_skeleton_bounds_get_polygon(spine_skeleton_bounds bounds, spine_bounding_box_attachment attachment); SPINE_CPP_LITE_EXPORT spine_bounding_box_attachment spine_skeleton_bounds_get_bounding_box(spine_skeleton_bounds bounds, spine_polygon polygon); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_bounds_get_num_polygons(spine_skeleton_bounds bounds); SPINE_CPP_LITE_EXPORT spine_polygon *spine_skeleton_bounds_get_polygons(spine_skeleton_bounds bounds); SPINE_CPP_LITE_EXPORT int32_t spine_skeleton_bounds_get_num_bounding_boxes(spine_skeleton_bounds bounds); SPINE_CPP_LITE_EXPORT spine_bounding_box_attachment *spine_skeleton_bounds_get_bounding_boxes(spine_skeleton_bounds bounds); SPINE_CPP_LITE_EXPORT float spine_skeleton_bounds_get_width(spine_skeleton_bounds bounds); SPINE_CPP_LITE_EXPORT float spine_skeleton_bounds_get_height(spine_skeleton_bounds bounds); SPINE_CPP_LITE_EXPORT int32_t spine_polygon_get_num_vertices(spine_polygon polygon); SPINE_CPP_LITE_EXPORT float *spine_polygon_get_vertices(spine_polygon polygon); // @end: function_declarations #endif