mirror of https://github.com/axmolengine/axmol.git
125 lines
5.4 KiB
C
125 lines
5.4 KiB
C
/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_SKELETON_H_
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#define SPINE_SKELETON_H_
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#include <spine/SkeletonData.h>
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#include <spine/Slot.h>
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#include <spine/Skin.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct spSkeleton spSkeleton;
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struct spSkeleton {
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spSkeletonData* const data;
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int boneCount;
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spBone** bones;
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spBone* const root;
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int slotCount;
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spSlot** slots;
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spSlot** drawOrder;
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spSkin* const skin;
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float r, g, b, a;
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float time;
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int/*bool*/flipX, flipY;
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float x, y;
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};
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spSkeleton* spSkeleton_create (spSkeletonData* data);
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void spSkeleton_dispose (spSkeleton* self);
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void spSkeleton_updateWorldTransform (const spSkeleton* self);
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void spSkeleton_setToSetupPose (const spSkeleton* self);
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void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
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void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
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/* Returns 0 if the bone was not found. */
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spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
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/* Returns -1 if the bone was not found. */
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int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
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/* Returns 0 if the slot was not found. */
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spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
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/* Returns -1 if the slot was not found. */
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int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
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/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
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* attached if the corresponding attachment from the old skin was attached.
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* @param skin May be 0.*/
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void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
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/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
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* @param skinName May be 0. */
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int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
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/* Returns 0 if the slot or attachment was not found. */
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spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found. */
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spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found. */
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int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
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void spSkeleton_update (spSkeleton* self, float deltaTime);
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#ifdef SPINE_SHORT_NAMES
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typedef spSkeleton Skeleton;
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#define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
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#define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
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#define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
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#define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
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#define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
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#define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
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#define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
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#define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
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#define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
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#define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
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#define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
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#define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
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#define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
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#define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
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#define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
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#define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /* SPINE_SKELETON_H_*/
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