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- -------------------------------------------------------------------------------
- -- Spine Runtimes Software License v2.5
- --
- -- Copyright (c) 2013-2016, Esoteric Software
- -- All rights reserved.
- --
- -- You are granted a perpetual, non-exclusive, non-sublicensable, and
- -- non-transferable license to use, install, execute, and perform the Spine
- -- Runtimes software and derivative works solely for personal or internal
- -- use. Without the written permission of Esoteric Software (see Section 2 of
- -- the Spine Software License Agreement), you may not (a) modify, translate,
- -- adapt, or develop new applications using the Spine Runtimes or otherwise
- -- create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
- -- POSSIBILITY OF SUCH DAMAGE.
- -------------------------------------------------------------------------------
- local setmetatable = setmetatable
- local SkeletonData = {}
- SkeletonData.__index = SkeletonData
- function SkeletonData.new ()
- local self = {
- name,
- bones = {},
- slots = {},
- skins = {},
- defaultSkin = nil,
- events = {},
- animations = {},
- ikConstraints = {},
- transformConstraints = {},
- pathConstraints = {},
- width, height,
- version, hash, imagesPath,
- slotNameIndices = {}
- }
- setmetatable(self, SkeletonData)
- return self
- end
- function SkeletonData:findBone (boneName)
- if not boneName then error("boneName cannot be nil.", 2) end
- for _,bone in ipairs(self.bones) do
- if bone.name == boneName then return bone end
- end
- return nil
- end
- function SkeletonData:findBoneIndex (boneName)
- if not boneName then error("boneName cannot be nil.", 2) end
- for i,bone in ipairs(self.bones) do
- if bone.name == boneName then return i end
- end
- return -1
- end
- function SkeletonData:findSlot (slotName)
- if not slotName then error("slotName cannot be nil.", 2) end
- for i,slot in ipairs(self.slots) do
- if slot.name == slotName then return slot end
- end
- return nil
- end
- function SkeletonData:findSlotIndex (slotName)
- if not slotName then error("slotName cannot be nil.", 2) end
- return self.slotNameIndices[slotName] or -1
- end
- function SkeletonData:findSkin (skinName)
- if not skinName then error("skinName cannot be nil.", 2) end
- for _,skin in ipairs(self.skins) do
- if skin.name == skinName then return skin end
- end
- return nil
- end
- function SkeletonData:findEvent (eventName)
- if not eventName then error("eventName cannot be nil.", 2) end
- for _,event in ipairs(self.events) do
- if event.name == eventName then return event end
- end
- return nil
- end
- function SkeletonData:findAnimation (animationName)
- if not animationName then error("animationName cannot be nil.", 2) end
- for _,animation in ipairs(self.animations) do
- if animation.name == animationName then return animation end
- end
- return nil
- end
- function SkeletonData:findIkConstraint (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for _,constraint in ipairs(self.ikConstraints) do
- if constraint.name == constraintName then return constraint end
- end
- return nil
- end
- function SkeletonData:findTransformConstraint (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for _,constraint in ipairs(self.transformConstraints) do
- if constraint.name == constraintName then return constraint end
- end
- return nil
- end
- function SkeletonData:findPathConstraint (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for _,constraint in ipairs(self.pathConstraints) do
- if constraint.name == constraintName then return constraint end
- end
- return nil
- end
- function SkeletonData:findPathConstraintIndex (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for i,constraint in ipairs(self.pathConstraints) do
- if constraint.name == constraintName then return i end
- end
- return -1
- end
- return SkeletonData
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