/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Essential, Professional, Enterprise, or Education License must * be purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration 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 #include #include #ifdef __cplusplus extern "C" { #endif typedef struct spSkeleton spSkeleton; struct spSkeleton { spSkeletonData* const data; int boneCount; spBone** bones; spBone* const root; int slotCount; spSlot** slots; spSlot** drawOrder; spSkin* const skin; float r, g, b, a; float time; int/*bool*/flipX, flipY; float x, y; }; spSkeleton* spSkeleton_create (spSkeletonData* data); void spSkeleton_dispose (spSkeleton* self); void spSkeleton_updateWorldTransform (const spSkeleton* self); 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. */ spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName); /* Returns -1 if the bone was not found. */ int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName); /* Returns 0 if the slot was not found. */ spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName); /* Returns -1 if the slot was not found. */ int spSkeleton_findSlotIndex (const spSkeleton* 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 spSkeleton_setSkin (spSkeleton* self, spSkin* skin); /* Returns 0 if the skin was not found. See spSkeleton_setSkin. * @param skinName May be 0. */ int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName); /* Returns 0 if the slot or attachment was not found. */ spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName); /* Returns 0 if the slot or attachment was not found. */ spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName); /* Returns 0 if the slot or attachment was not found. */ int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName); 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_*/