axmol/extensions/spine/runtime/include/spine/Slot.h

138 lines
3.4 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_Slot_h
#define Spine_Slot_h
#include <spine/Vector.h>
#include <spine/SpineObject.h>
#include <spine/Color.h>
namespace spine {
class SlotData;
class Bone;
class Skeleton;
class Attachment;
class SP_API Slot : public SpineObject {
friend class VertexAttachment;
friend class Skeleton;
friend class SkeletonBounds;
friend class SkeletonClipping;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class DeformTimeline;
friend class DrawOrderTimeline;
friend class EventTimeline;
friend class IkConstraintTimeline;
friend class PathConstraintMixTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintSpacingTimeline;
friend class ScaleTimeline;
friend class ShearTimeline;
friend class TransformConstraintTimeline;
friend class TranslateTimeline;
friend class TwoColorTimeline;
public:
Slot(SlotData &data, Bone &bone);
void setToSetupPose();
SlotData &getData();
Bone &getBone();
Skeleton &getSkeleton();
Color &getColor();
Color &getDarkColor();
bool hasDarkColor();
/// May be NULL.
Attachment *getAttachment();
void setAttachment(Attachment *inValue);
int getAttachmentState();
void setAttachmentState(int state);
Vector<float> &getDeform();
int getSequenceIndex();
void setSequenceIndex(int index);
private:
SlotData &_data;
Bone &_bone;
Skeleton &_skeleton;
Color _color;
Color _darkColor;
bool _hasDarkColor;
Attachment *_attachment;
int _attachmentState;
int _sequenceIndex;
Vector<float> _deform;
};
}
#endif /* Spine_Slot_h */