/******************************************************************************* * 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 #include #include 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; } }} // namespace cocos2d { namespace extension {