axmol/cocos/editor-support/spine/SkeletonData.cpp

115 lines
4.1 KiB
C++

/******************************************************************************
* 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.
*****************************************************************************/
#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->boneCount; ++i)
spBoneData_dispose(self->bones[i]);
FREE(self->bones);
for (i = 0; i < self->slotCount; ++i)
spSlotData_dispose(self->slots[i]);
FREE(self->slots);
for (i = 0; i < self->skinCount; ++i)
spSkin_dispose(self->skins[i]);
FREE(self->skins);
for (i = 0; i < self->animationCount; ++i)
spAnimation_dispose(self->animations[i]);
FREE(self->animations);
for (i = 0; i < self->eventCount; ++i)
spEventData_dispose(self->events[i]);
FREE(self->events);
FREE(self);
}
spBoneData* spSkeletonData_findBone (const spSkeletonData* self, const char* boneName) {
int i;
for (i = 0; i < self->boneCount; ++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->boneCount; ++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->slotCount; ++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->slotCount; ++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->skinCount; ++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->eventCount; ++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->animationCount; ++i)
if (strcmp(self->animations[i]->name, animationName) == 0) return self->animations[i];
return 0;
}