/******************************************************************************* * 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 #include #include namespace cocos2d { namespace extension { 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; }; Skeleton* Skeleton_create (SkeletonData* data); void Skeleton_dispose (Skeleton* self); void Skeleton_updateWorldTransform (const Skeleton* self); void Skeleton_setToBindPose (const Skeleton* self); void Skeleton_setBonesToBindPose (const Skeleton* self); void Skeleton_setSlotsToBindPose (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 cocos2d { namespace extension { #endif /* SPINE_SKELETON_H_*/