axmol/cocos/editor-support/spine/SkeletonData.cpp

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/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
#include <spine/SkeletonData.h>
#include <string.h>
#include <spine/extension.h>
namespace cocos2d { namespace extension {
SkeletonData* SkeletonData_create () {
return NEW(SkeletonData);
}
void SkeletonData_dispose (SkeletonData* self) {
int i;
for (i = 0; i < self->boneCount; ++i)
BoneData_dispose(self->bones[i]);
FREE(self->bones);
for (i = 0; i < self->slotCount; ++i)
SlotData_dispose(self->slots[i]);
FREE(self->slots);
for (i = 0; i < self->skinCount; ++i)
Skin_dispose(self->skins[i]);
FREE(self->skins);
for (i = 0; i < self->animationCount; ++i)
Animation_dispose(self->animations[i]);
FREE(self->animations);
FREE(self);
}
BoneData* SkeletonData_findBone (const SkeletonData* self, const char* boneName) {
int i;
for (i = 0; i < self->boneCount; ++i)
if (strcmp(self->bones[i]->name, boneName) == 0) return self->bones[i];
return 0;
}
int SkeletonData_findBoneIndex (const SkeletonData* self, const char* boneName) {
int i;
for (i = 0; i < self->boneCount; ++i)
if (strcmp(self->bones[i]->name, boneName) == 0) return i;
return 0;
}
SlotData* SkeletonData_findSlot (const SkeletonData* self, const char* slotName) {
int i;
for (i = 0; i < self->slotCount; ++i)
if (strcmp(self->slots[i]->name, slotName) == 0) return self->slots[i];
return 0;
}
int SkeletonData_findSlotIndex (const SkeletonData* self, const char* slotName) {
int i;
for (i = 0; i < self->slotCount; ++i)
if (strcmp(self->slots[i]->name, slotName) == 0) return i;
return 0;
}
Skin* SkeletonData_findSkin (const SkeletonData* self, const char* skinName) {
int i;
for (i = 0; i < self->skinCount; ++i)
if (strcmp(self->skins[i]->name, skinName) == 0) return self->skins[i];
return 0;
}
Animation* SkeletonData_findAnimation (const SkeletonData* self, const char* animationName) {
int i;
for (i = 0; i < self->animationCount; ++i)
if (strcmp(self->animations[i]->name, animationName) == 0) return self->animations[i];
return 0;
}
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}} // namespace cocos2d { namespace extension {