axmol/cocos/editor-support/spine/Skeleton.h

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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
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* 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
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
#ifndef SPINE_SKELETON_H_
#define SPINE_SKELETON_H_
#include <spine/SkeletonData.h>
#include <spine/Slot.h>
#include <spine/Skin.h>
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#include <spine/IkConstraint.h>
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#ifdef __cplusplus
extern "C" {
#endif
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typedef struct spSkeleton {
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spSkeletonData* const data;
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int bonesCount;
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spBone** bones;
spBone* const root;
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int slotsCount;
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spSlot** slots;
spSlot** drawOrder;
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int ikConstraintsCount;
spIkConstraint** ikConstraints;
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spSkin* const skin;
float r, g, b, a;
float time;
int/*bool*/flipX, flipY;
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float x, y;
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#ifdef __cplusplus
spSkeleton() :
data(0),
bonesCount(0),
bones(0),
root(0),
slotsCount(0),
slots(0),
drawOrder(0),
ikConstraintsCount(0),
ikConstraints(0),
skin(0),
r(0), g(0), b(0), a(0),
time(0),
flipX(0),
flipY(0),
x(0), y(0) {
}
#endif
} spSkeleton;
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spSkeleton* spSkeleton_create (spSkeletonData* data);
void spSkeleton_dispose (spSkeleton* self);
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/* Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed. */
void spSkeleton_updateCache (const spSkeleton* self);
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void spSkeleton_updateWorldTransform (const spSkeleton* self);
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void spSkeleton_setToSetupPose (const spSkeleton* self);
void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
/* Returns 0 if the bone was not found. */
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spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
/* Returns -1 if the bone was not found. */
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int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
/* Returns 0 if the slot was not found. */
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spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
/* Returns -1 if the slot was not found. */
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int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
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/* Sets the skin used to look up attachments before looking in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
* attachment is attached from the new skin.
* @param skin May be 0.*/
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void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
* @param skinName May be 0. */
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int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
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spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found. */
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spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found.
* @param attachmentName May be 0. */
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int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
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/* Returns 0 if the IK constraint was not found. */
spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* ikConstraintName);
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void spSkeleton_update (spSkeleton* self, float deltaTime);
#ifdef SPINE_SHORT_NAMES
typedef spSkeleton Skeleton;
#define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
#define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
#define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
#define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
#define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
#define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
#define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
#define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
#define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
#define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
#define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
#define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
#define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
#define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
#define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
#define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
#endif
#ifdef __cplusplus
}
#endif
#endif /* SPINE_SKELETON_H_*/