mirror of https://github.com/axmolengine/axmol.git
174 lines
6.9 KiB
C
174 lines
6.9 KiB
C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_SKELETON_H_
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#define SPINE_SKELETON_H_
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#include <spine/SkeletonData.h>
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#include <spine/Slot.h>
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#include <spine/Skin.h>
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#include <spine/IkConstraint.h>
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#include <spine/TransformConstraint.h>
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#include <spine/PathConstraint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct spSkeleton {
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spSkeletonData* const data;
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int bonesCount;
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spBone** bones;
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spBone* const root;
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int slotsCount;
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spSlot** slots;
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spSlot** drawOrder;
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int ikConstraintsCount;
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spIkConstraint** ikConstraints;
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int transformConstraintsCount;
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spTransformConstraint** transformConstraints;
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int pathConstraintsCount;
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spPathConstraint** pathConstraints;
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spSkin* const skin;
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float r, g, b, a;
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float time;
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int/*bool*/flipX, flipY;
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float x, y;
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#ifdef __cplusplus
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spSkeleton() :
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data(0),
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bonesCount(0),
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bones(0),
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root(0),
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slotsCount(0),
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slots(0),
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drawOrder(0),
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ikConstraintsCount(0),
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ikConstraints(0),
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transformConstraintsCount(0),
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transformConstraints(0),
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skin(0),
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r(0), g(0), b(0), a(0),
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time(0),
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flipX(0),
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flipY(0),
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x(0), y(0) {
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}
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#endif
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} spSkeleton;
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spSkeleton* spSkeleton_create (spSkeletonData* data);
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void spSkeleton_dispose (spSkeleton* self);
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/* Caches information about bones and constraints. Must be called if bones or constraints, or weighted path attachments
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* are added or removed. */
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void spSkeleton_updateCache (spSkeleton* self);
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void spSkeleton_updateWorldTransform (const spSkeleton* self);
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/* Sets the bones, constraints, and slots to their setup pose values. */
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void spSkeleton_setToSetupPose (const spSkeleton* self);
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/* Sets the bones and constraints to their setup pose values. */
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void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
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void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
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/* Returns 0 if the bone was not found. */
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spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
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/* Returns -1 if the bone was not found. */
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int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
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/* Returns 0 if the slot was not found. */
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spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
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/* Returns -1 if the slot was not found. */
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int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
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/* Sets the skin used to look up attachments before looking in the SkeletonData defaultSkin. Attachments from the new skin are
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* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
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* attachment is attached from the new skin.
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* @param skin May be 0.*/
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void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
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/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
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* @param skinName May be 0. */
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int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
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/* Returns 0 if the slot or attachment was not found. */
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spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found. */
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spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found.
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* @param attachmentName May be 0. */
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int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
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/* Returns 0 if the IK constraint was not found. */
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spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* constraintName);
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/* Returns 0 if the transform constraint was not found. */
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spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName);
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/* Returns 0 if the path constraint was not found. */
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spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName);
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void spSkeleton_update (spSkeleton* self, float deltaTime);
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#ifdef SPINE_SHORT_NAMES
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typedef spSkeleton Skeleton;
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#define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
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#define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
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#define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
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#define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
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#define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
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#define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
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#define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
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#define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
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#define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
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#define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
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#define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
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#define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
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#define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
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#define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
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#define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
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#define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /* SPINE_SKELETON_H_*/
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