/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), 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. * * 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 * EVENT SHALL ESOTERIC SOFTARE 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> spSkeletonData* spSkeletonData_create () { return NEW(spSkeletonData); } void spSkeletonData_dispose (spSkeletonData* self) { int i; for (i = 0; i < self->bonesCount; ++i) spBoneData_dispose(self->bones[i]); FREE(self->bones); for (i = 0; i < self->slotsCount; ++i) spSlotData_dispose(self->slots[i]); FREE(self->slots); for (i = 0; i < self->skinsCount; ++i) spSkin_dispose(self->skins[i]); FREE(self->skins); for (i = 0; i < self->eventsCount; ++i) spEventData_dispose(self->events[i]); FREE(self->events); for (i = 0; i < self->animationsCount; ++i) spAnimation_dispose(self->animations[i]); FREE(self->animations); for (i = 0; i < self->ikConstraintsCount; ++i) spIkConstraintData_dispose(self->ikConstraints[i]); FREE(self->ikConstraints); FREE(self->hash); FREE(self->version); FREE(self); } spBoneData* spSkeletonData_findBone (const spSkeletonData* self, const char* boneName) { int i; for (i = 0; i < self->bonesCount; ++i) if (strcmp(self->bones[i]->name, boneName) == 0) return self->bones[i]; return 0; } int spSkeletonData_findBoneIndex (const spSkeletonData* self, const char* boneName) { int i; for (i = 0; i < self->bonesCount; ++i) if (strcmp(self->bones[i]->name, boneName) == 0) return i; return -1; } spSlotData* spSkeletonData_findSlot (const spSkeletonData* self, const char* slotName) { int i; for (i = 0; i < self->slotsCount; ++i) if (strcmp(self->slots[i]->name, slotName) == 0) return self->slots[i]; return 0; } int spSkeletonData_findSlotIndex (const spSkeletonData* self, const char* slotName) { int i; for (i = 0; i < self->slotsCount; ++i) if (strcmp(self->slots[i]->name, slotName) == 0) return i; return -1; } spSkin* spSkeletonData_findSkin (const spSkeletonData* self, const char* skinName) { int i; for (i = 0; i < self->skinsCount; ++i) if (strcmp(self->skins[i]->name, skinName) == 0) return self->skins[i]; return 0; } spEventData* spSkeletonData_findEvent (const spSkeletonData* self, const char* eventName) { int i; for (i = 0; i < self->eventsCount; ++i) if (strcmp(self->events[i]->name, eventName) == 0) return self->events[i]; return 0; } spAnimation* spSkeletonData_findAnimation (const spSkeletonData* self, const char* animationName) { int i; for (i = 0; i < self->animationsCount; ++i) if (strcmp(self->animations[i]->name, animationName) == 0) return self->animations[i]; return 0; } spIkConstraintData* spSkeletonData_findIkConstraint (const spSkeletonData* self, const char* ikConstraintName) { int i; for (i = 0; i < self->ikConstraintsCount; ++i) if (strcmp(self->ikConstraints[i]->name, ikConstraintName) == 0) return self->ikConstraints[i]; return 0; }