axmol/extensions/spine/Skeleton.cpp

202 lines
6.2 KiB
C++

/*******************************************************************************
* 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.
******************************************************************************/
#include <spine/Skeleton.h>
#include <string.h>
#include <spine/extension.h>
namespace cocos2d { namespace extension {
Skeleton* Skeleton_create (SkeletonData* data) {
int i, ii;
Skeleton* self = NEW(Skeleton);
CONST_CAST(SkeletonData*, self->data) = data;
self->boneCount = self->data->boneCount;
self->bones = MALLOC(Bone*, self->boneCount);
for (i = 0; i < self->boneCount; ++i) {
BoneData* boneData = self->data->bones[i];
Bone* parent = 0;
if (boneData->parent) {
/* Find parent bone. */
for (ii = 0; ii < self->boneCount; ++ii) {
if (data->bones[ii] == boneData->parent) {
parent = self->bones[ii];
break;
}
}
}
self->bones[i] = Bone_create(boneData, parent);
}
CONST_CAST(Bone*, self->root) = self->bones[0];
self->slotCount = data->slotCount;
self->slots = MALLOC(Slot*, self->slotCount);
for (i = 0; i < self->slotCount; ++i) {
SlotData *slotData = data->slots[i];
/* Find bone for the slotData's boneData. */
Bone* bone = 0;
for (ii = 0; ii < self->boneCount; ++ii) {
if (data->bones[ii] == slotData->boneData) {
bone = self->bones[ii];
break;
}
}
self->slots[i] = Slot_create(slotData, self, bone);
}
self->drawOrder = MALLOC(Slot*, self->slotCount);
memcpy(self->drawOrder, self->slots, sizeof(Slot*) * self->slotCount);
self->r = 1;
self->g = 1;
self->b = 1;
self->a = 1;
return self;
}
void Skeleton_dispose (Skeleton* self) {
int i;
for (i = 0; i < self->boneCount; ++i)
Bone_dispose(self->bones[i]);
FREE(self->bones);
for (i = 0; i < self->slotCount; ++i)
Slot_dispose(self->slots[i]);
FREE(self->slots);
FREE(self->drawOrder);
FREE(self);
}
void Skeleton_updateWorldTransform (const Skeleton* self) {
int i;
for (i = 0; i < self->boneCount; ++i)
Bone_updateWorldTransform(self->bones[i], self->flipX, self->flipY);
}
void Skeleton_setToSetupPose (const Skeleton* self) {
Skeleton_setBonesToSetupPose(self);
Skeleton_setSlotsToSetupPose(self);
}
void Skeleton_setBonesToSetupPose (const Skeleton* self) {
int i;
for (i = 0; i < self->boneCount; ++i)
Bone_setToSetupPose(self->bones[i]);
}
void Skeleton_setSlotsToSetupPose (const Skeleton* self) {
int i;
for (i = 0; i < self->slotCount; ++i)
Slot_setToSetupPose(self->slots[i]);
}
Bone* Skeleton_findBone (const Skeleton* self, const char* boneName) {
int i;
for (i = 0; i < self->boneCount; ++i)
if (strcmp(self->data->bones[i]->name, boneName) == 0) return self->bones[i];
return 0;
}
int Skeleton_findBoneIndex (const Skeleton* self, const char* boneName) {
int i;
for (i = 0; i < self->boneCount; ++i)
if (strcmp(self->data->bones[i]->name, boneName) == 0) return i;
return -1;
}
Slot* Skeleton_findSlot (const Skeleton* self, const char* slotName) {
int i;
for (i = 0; i < self->slotCount; ++i)
if (strcmp(self->data->slots[i]->name, slotName) == 0) return self->slots[i];
return 0;
}
int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName) {
int i;
for (i = 0; i < self->slotCount; ++i)
if (strcmp(self->data->slots[i]->name, slotName) == 0) return i;
return -1;
}
int Skeleton_setSkinByName (Skeleton* self, const char* skinName) {
Skin *skin;
if (!skinName) {
Skeleton_setSkin(self, 0);
return 1;
}
skin = SkeletonData_findSkin(self->data, skinName);
if (!skin) return 0;
Skeleton_setSkin(self, skin);
return 1;
}
void Skeleton_setSkin (Skeleton* self, Skin* newSkin) {
if (self->skin && newSkin) Skin_attachAll(newSkin, self, self->skin);
CONST_CAST(Skin*, self->skin) = newSkin;
}
Attachment* Skeleton_getAttachmentForSlotName (const Skeleton* self, const char* slotName, const char* attachmentName) {
int slotIndex = SkeletonData_findSlotIndex(self->data, slotName);
return Skeleton_getAttachmentForSlotIndex(self, slotIndex, attachmentName);
}
Attachment* Skeleton_getAttachmentForSlotIndex (const Skeleton* self, int slotIndex, const char* attachmentName) {
if (slotIndex == -1) return 0;
if (self->skin) {
Attachment *attachment = Skin_getAttachment(self->skin, slotIndex, attachmentName);
if (attachment) return attachment;
}
if (self->data->defaultSkin) {
Attachment *attachment = Skin_getAttachment(self->data->defaultSkin, slotIndex, attachmentName);
if (attachment) return attachment;
}
return 0;
}
int Skeleton_setAttachment (Skeleton* self, const char* slotName, const char* attachmentName) {
int i;
for (i = 0; i < self->slotCount; ++i) {
Slot *slot = self->slots[i];
if (strcmp(slot->data->name, slotName) == 0) {
Attachment* attachment = Skeleton_getAttachmentForSlotIndex(self, i, attachmentName);
if (!attachment) return 0;
Slot_setAttachment(slot, attachment);
return 1;
}
}
return 0;
}
void Skeleton_update (Skeleton* self, float deltaTime) {
self->time += deltaTime;
}
}} // namespace cocos2d { namespace extension {