/******************************************************************************* * 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_SKELETONDATA_H_ #define SPINE_SKELETONDATA_H_ #include #include #include #include namespace spine { typedef struct { int boneCount; BoneData** bones; int slotCount; SlotData** slots; int skinCount; Skin** skins; Skin* defaultSkin; int animationCount; Animation** animations; } SkeletonData; SkeletonData* SkeletonData_create (); void SkeletonData_dispose (SkeletonData* self); BoneData* SkeletonData_findBone (const SkeletonData* self, const char* boneName); int SkeletonData_findBoneIndex (const SkeletonData* self, const char* boneName); SlotData* SkeletonData_findSlot (const SkeletonData* self, const char* slotName); int SkeletonData_findSlotIndex (const SkeletonData* self, const char* slotName); Skin* SkeletonData_findSkin (const SkeletonData* self, const char* skinName); Animation* SkeletonData_findAnimation (const SkeletonData* self, const char* animationName); } // namespace spine { #endif /* SPINE_SKELETONDATA_H_ */