2013-12-19 09:50:37 +08:00
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/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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2013-04-24 13:57:34 +08:00
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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2013-12-19 09:50:37 +08:00
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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2013-04-24 13:57:34 +08:00
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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2013-04-24 13:57:34 +08:00
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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2013-04-24 13:57:34 +08:00
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#include <spine/SkeletonData.h>
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#include <string.h>
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#include <spine/extension.h>
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spSkeletonData* spSkeletonData_create () {
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return NEW(spSkeletonData);
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}
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void spSkeletonData_dispose (spSkeletonData* self) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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spBoneData_dispose(self->bones[i]);
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FREE(self->bones);
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for (i = 0; i < self->slotCount; ++i)
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spSlotData_dispose(self->slots[i]);
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FREE(self->slots);
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for (i = 0; i < self->skinCount; ++i)
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spSkin_dispose(self->skins[i]);
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FREE(self->skins);
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for (i = 0; i < self->animationCount; ++i)
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spAnimation_dispose(self->animations[i]);
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FREE(self->animations);
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for (i = 0; i < self->eventCount; ++i)
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spEventData_dispose(self->events[i]);
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FREE(self->events);
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FREE(self);
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}
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spBoneData* spSkeletonData_findBone (const spSkeletonData* self, const char* boneName) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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if (strcmp(self->bones[i]->name, boneName) == 0) return self->bones[i];
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return 0;
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}
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int spSkeletonData_findBoneIndex (const spSkeletonData* self, const char* boneName) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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if (strcmp(self->bones[i]->name, boneName) == 0) return i;
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return -1;
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}
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spSlotData* spSkeletonData_findSlot (const spSkeletonData* self, const char* slotName) {
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int i;
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for (i = 0; i < self->slotCount; ++i)
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if (strcmp(self->slots[i]->name, slotName) == 0) return self->slots[i];
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return 0;
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}
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int spSkeletonData_findSlotIndex (const spSkeletonData* self, const char* slotName) {
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int i;
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for (i = 0; i < self->slotCount; ++i)
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if (strcmp(self->slots[i]->name, slotName) == 0) return i;
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return -1;
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}
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spSkin* spSkeletonData_findSkin (const spSkeletonData* self, const char* skinName) {
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int i;
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for (i = 0; i < self->skinCount; ++i)
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if (strcmp(self->skins[i]->name, skinName) == 0) return self->skins[i];
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return 0;
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}
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spEventData* spSkeletonData_findEvent (const spSkeletonData* self, const char* eventName) {
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int i;
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for (i = 0; i < self->eventCount; ++i)
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if (strcmp(self->events[i]->name, eventName) == 0) return self->events[i];
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return 0;
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}
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spAnimation* spSkeletonData_findAnimation (const spSkeletonData* self, const char* animationName) {
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int i;
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for (i = 0; i < self->animationCount; ++i)
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if (strcmp(self->animations[i]->name, animationName) == 0) return self->animations[i];
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return 0;
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}
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