mirror of https://github.com/axmolengine/axmol.git
192 lines
5.3 KiB
C++
192 lines
5.3 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_SkeletonData_h
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#define Spine_SkeletonData_h
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#include <spine/Vector.h>
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#include <spine/SpineString.h>
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namespace spine {
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class BoneData;
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class SlotData;
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class Skin;
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class EventData;
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class Animation;
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class IkConstraintData;
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class TransformConstraintData;
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class PathConstraintData;
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/// Stores the setup pose and all of the stateless data for a skeleton.
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class SP_API SkeletonData : public SpineObject {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class Skeleton;
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public:
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SkeletonData();
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~SkeletonData();
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/// Finds a bone by comparing each bone's name.
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/// It is more efficient to cache the results of this method than to call it multiple times.
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/// @return May be NULL.
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BoneData *findBone(const String &boneName);
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/// @return -1 if the bone was not found.
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int findBoneIndex(const String &boneName);
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/// @return May be NULL.
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SlotData *findSlot(const String &slotName);
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/// @return -1 if the slot was not found.
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int findSlotIndex(const String &slotName);
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/// @return May be NULL.
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Skin *findSkin(const String &skinName);
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/// @return May be NULL.
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spine::EventData *findEvent(const String &eventDataName);
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/// @return May be NULL.
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Animation *findAnimation(const String &animationName);
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/// @return May be NULL.
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IkConstraintData *findIkConstraint(const String &constraintName);
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/// @return May be NULL.
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TransformConstraintData *findTransformConstraint(const String &constraintName);
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/// @return May be NULL.
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PathConstraintData *findPathConstraint(const String &constraintName);
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/// @return -1 if the path constraint was not found.
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int findPathConstraintIndex(const String &pathConstraintName);
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const String &getName();
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void setName(const String &inValue);
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/// The skeleton's bones, sorted parent first. The root bone is always the first bone.
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Vector<BoneData *> &getBones();
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Vector<SlotData *> &getSlots();
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/// All skins, including the default skin.
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Vector<Skin *> &getSkins();
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/// The skeleton's default skin.
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/// By default this skin contains all attachments that were not in a skin in Spine.
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/// @return May be NULL.
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Skin *getDefaultSkin();
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void setDefaultSkin(Skin *inValue);
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Vector<spine::EventData *> &getEvents();
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Vector<Animation *> &getAnimations();
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Vector<IkConstraintData *> &getIkConstraints();
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Vector<TransformConstraintData *> &getTransformConstraints();
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Vector<PathConstraintData *> &getPathConstraints();
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float getX();
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void setX(float inValue);
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float getY();
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void setY(float inValue);
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float getWidth();
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void setWidth(float inValue);
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float getHeight();
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void setHeight(float inValue);
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/// The Spine version used to export this data, or NULL.
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const String &getVersion();
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void setVersion(const String &inValue);
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const String &getHash();
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void setHash(const String &inValue);
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const String &getImagesPath();
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void setImagesPath(const String &inValue);
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const String &getAudioPath();
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void setAudioPath(const String &inValue);
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/// The dopesheet FPS in Spine. Available only when nonessential data was exported.
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float getFps();
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void setFps(float inValue);
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private:
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String _name;
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Vector<BoneData *> _bones; // Ordered parents first
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Vector<SlotData *> _slots; // Setup pose draw order.
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Vector<Skin *> _skins;
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Skin *_defaultSkin;
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Vector<EventData *> _events;
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Vector<Animation *> _animations;
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Vector<IkConstraintData *> _ikConstraints;
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Vector<TransformConstraintData *> _transformConstraints;
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Vector<PathConstraintData *> _pathConstraints;
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float _x, _y, _width, _height;
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String _version;
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String _hash;
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Vector<char*> _strings;
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// Nonessential.
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float _fps;
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String _imagesPath;
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String _audioPath;
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};
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}
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#endif /* Spine_SkeletonData_h */
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