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