/****************************************************************************** * 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_CCSKELETON_H_ #define SPINE_CCSKELETON_H_ #include #include "2d/CCNode.h" #include "2d/CCProtocols.h" #include "2d/CCTextureAtlas.h" #include "renderer/CCCustomCommand.h" namespace spine { USING_NS_CC_MATH; /** Draws a skeleton. */ class Skeleton: public cocos2d::Node, public cocos2d::BlendProtocol { public: spSkeleton* skeleton; spBone* rootBone; float timeScale; bool debugSlots; bool debugBones; bool premultipliedAlpha; cocos2d::BlendFunc blendFunc; static Skeleton* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false); static Skeleton* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0); static Skeleton* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0); Skeleton (spSkeletonData* skeletonData, bool ownsSkeletonData = false); Skeleton (const char* skeletonDataFile, spAtlas* atlas, float scale = 0); Skeleton (const char* skeletonDataFile, const char* atlasFile, float scale = 0); virtual ~Skeleton (); virtual void update (float deltaTime) override; virtual void draw(cocos2d::Renderer *renderer, const Matrix &transform, bool transformUpdated) override; void onDraw(const Matrix &transform, bool transformUpdated); void onEnter() override; void onExit() override; virtual cocos2d::Rect getBoundingBox () const override; // --- Convenience methods for common Skeleton_* functions. void updateWorldTransform (); void setToSetupPose (); void setBonesToSetupPose (); void setSlotsToSetupPose (); /* Returns 0 if the bone was not found. */ spBone* findBone (const char* boneName) const; /* Returns 0 if the slot was not found. */ spSlot* findSlot (const char* slotName) const; /* 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. Returns false if the skin was not found. * @param skin May be 0.*/ bool setSkin (const char* skinName); /* Returns 0 if the slot or attachment was not found. */ spAttachment* getAttachment (const char* slotName, const char* attachmentName) const; /* Returns false if the slot or attachment was not found. */ bool setAttachment (const char* slotName, const char* attachmentName); // --- CCBlendProtocol virtual const cocos2d::BlendFunc& getBlendFunc() const override; virtual void setBlendFunc(const cocos2d::BlendFunc& func) override; protected: Skeleton (); void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData); virtual cocos2d::TextureAtlas* getTextureAtlas (spRegionAttachment* regionAttachment) const; private: bool ownsSkeletonData; spAtlas* atlas; void initialize (); // Util function that setting blend-function by nextRenderedTexture's premultiplied flag void setFittedBlendingFunc(cocos2d::TextureAtlas * nextRenderedTexture); cocos2d::CustomCommand _customCommand; }; } #endif /* SPINE_CCSKELETON_H_ */