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

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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.
******************************************************************************/
#ifndef SPINE_SKELETON_H_
#define SPINE_SKELETON_H_
#include <spine/SkeletonData.h>
#include <spine/Slot.h>
#include <spine/Skin.h>
namespace spine {
typedef struct Skeleton Skeleton;
struct Skeleton {
SkeletonData* const data;
int boneCount;
Bone** bones;
Bone* const root;
int slotCount;
Slot** slots;
Slot** drawOrder;
Skin* const skin;
float r, g, b, a;
float time;
int/*bool*/flipX, flipY;
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float x, y;
};
Skeleton* Skeleton_create (SkeletonData* data);
void Skeleton_dispose (Skeleton* self);
void Skeleton_updateWorldTransform (const Skeleton* self);
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void Skeleton_setToSetupPose (const Skeleton* self);
void Skeleton_setBonesToSetupPose (const Skeleton* self);
void Skeleton_setSlotsToSetupPose (const Skeleton* self);
/* Returns 0 if the bone was not found. */
Bone* Skeleton_findBone (const Skeleton* self, const char* boneName);
/* Returns -1 if the bone was not found. */
int Skeleton_findBoneIndex (const Skeleton* self, const char* boneName);
/* Returns 0 if the slot was not found. */
Slot* Skeleton_findSlot (const Skeleton* self, const char* slotName);
/* Returns -1 if the slot was not found. */
int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName);
/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached.
* @param skin May be 0.*/
void Skeleton_setSkin (Skeleton* self, Skin* skin);
/* Returns 0 if the skin was not found. See Skeleton_setSkin.
* @param skinName May be 0. */
int Skeleton_setSkinByName (Skeleton* self, const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
Attachment* Skeleton_getAttachmentForSlotName (const Skeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found. */
Attachment* Skeleton_getAttachmentForSlotIndex (const Skeleton* self, int slotIndex, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found. */
int Skeleton_setAttachment (Skeleton* self, const char* slotName, const char* attachmentName);
void Skeleton_update (Skeleton* self, float deltaTime);
} // namespace spine {
#endif /* SPINE_SKELETON_H_*/