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

165 lines
5.4 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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_Skin_h
#define Spine_Skin_h
#include <spine/Vector.h>
#include <spine/SpineString.h>
namespace spine {
class Attachment;
class Skeleton;
class BoneData;
class ConstraintData;
/// Stores attachments by slot index and attachment name.
/// See SkeletonData::getDefaultSkin, Skeleton::getSkin, and
/// http://esotericsoftware.com/spine-runtime-skins in the Spine Runtimes Guide.
class SP_API Skin : public SpineObject {
friend class Skeleton;
public:
class SP_API AttachmentMap : public SpineObject {
friend class Skin;
public:
struct SP_API Entry {
size_t _slotIndex;
String _name;
Attachment *_attachment;
Entry(size_t slotIndex, const String &name, Attachment *attachment) :
_slotIndex(slotIndex),
_name(name),
_attachment(attachment) {
}
};
class SP_API Entries {
friend class AttachmentMap;
public:
bool hasNext() {
while(true) {
if (_slotIndex >= _buckets.size()) return false;
if (_bucketIndex >= _buckets[_slotIndex].size()) {
_bucketIndex = 0;
++_slotIndex;
continue;
};
return true;
}
}
Entry &next() {
Entry &result = _buckets[_slotIndex][_bucketIndex];
++_bucketIndex;
return result;
}
protected:
Entries(Vector< Vector<Entry> > &buckets) : _buckets(buckets), _slotIndex(0), _bucketIndex(0) {
}
private:
Vector< Vector<Entry> > &_buckets;
size_t _slotIndex;
size_t _bucketIndex;
};
void put(size_t slotIndex, const String &attachmentName, Attachment *attachment);
Attachment *get(size_t slotIndex, const String &attachmentName);
void remove(size_t slotIndex, const String &attachmentName);
Entries getEntries();
protected:
AttachmentMap();
private:
int findInBucket(Vector <Entry> &, const String &attachmentName);
Vector <Vector<Entry> > _buckets;
};
explicit Skin(const String &name);
~Skin();
/// Adds an attachment to the skin for the specified slot index and name.
/// If the name already exists for the slot, the previous value is replaced.
void setAttachment(size_t slotIndex, const String &name, Attachment *attachment);
/// Returns the attachment for the specified slot index and name, or NULL.
Attachment *getAttachment(size_t slotIndex, const String &name);
// Removes the attachment from the skin.
void removeAttachment(size_t slotIndex, const String& name);
/// Finds the skin keys for a given slot. The results are added to the passed array of names.
/// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
/// @param names Found skin key names will be added to this array.
void findNamesForSlot(size_t slotIndex, Vector <String> &names);
/// Finds the attachments for a given slot. The results are added to the passed array of Attachments.
/// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
/// @param attachments Found Attachments will be added to this array.
void findAttachmentsForSlot(size_t slotIndex, Vector<Attachment *> &attachments);
const String &getName();
/// Adds all attachments, bones, and constraints from the specified skin to this skin.
void addSkin(Skin* other);
/// Adds all attachments, bones, and constraints from the specified skin to this skin. Attachments are deep copied.
void copySkin(Skin* other);
AttachmentMap::Entries getAttachments();
Vector<BoneData*>& getBones();
Vector<ConstraintData*>& getConstraints();
private:
const String _name;
AttachmentMap _attachments;
Vector<BoneData*> _bones;
Vector<ConstraintData*> _constraints;
/// Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.
void attachAll(Skeleton &skeleton, Skin &oldSkin);
};
}
#endif /* Spine_Skin_h */