axmol/cocos/editor-support/spine/Skeleton.h

175 lines
7.0 KiB
C

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef SPINE_SKELETON_H_
#define SPINE_SKELETON_H_
#include <spine/dll.h>
#include <spine/SkeletonData.h>
#include <spine/Slot.h>
#include <spine/Skin.h>
#include <spine/IkConstraint.h>
#include <spine/TransformConstraint.h>
#include <spine/PathConstraint.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct spSkeleton {
spSkeletonData* const data;
int bonesCount;
spBone** bones;
spBone* const root;
int slotsCount;
spSlot** slots;
spSlot** drawOrder;
int ikConstraintsCount;
spIkConstraint** ikConstraints;
int transformConstraintsCount;
spTransformConstraint** transformConstraints;
int pathConstraintsCount;
spPathConstraint** pathConstraints;
spSkin* const skin;
spColor color;
float time;
int/*bool*/flipX, flipY;
float x, y;
#ifdef __cplusplus
spSkeleton() :
data(0),
bonesCount(0),
bones(0),
root(0),
slotsCount(0),
slots(0),
drawOrder(0),
ikConstraintsCount(0),
ikConstraints(0),
transformConstraintsCount(0),
transformConstraints(0),
skin(0),
color(),
time(0),
flipX(0),
flipY(0),
x(0), y(0) {
}
#endif
} spSkeleton;
SP_API spSkeleton* spSkeleton_create (spSkeletonData* data);
SP_API void spSkeleton_dispose (spSkeleton* self);
/* Caches information about bones and constraints. Must be called if bones or constraints, or weighted path attachments
* are added or removed. */
SP_API void spSkeleton_updateCache (spSkeleton* self);
SP_API void spSkeleton_updateWorldTransform (const spSkeleton* self);
/* Sets the bones, constraints, and slots to their setup pose values. */
SP_API void spSkeleton_setToSetupPose (const spSkeleton* self);
/* Sets the bones and constraints to their setup pose values. */
SP_API void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
SP_API void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
/* Returns 0 if the bone was not found. */
SP_API spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
/* Returns -1 if the bone was not found. */
SP_API int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
/* Returns 0 if the slot was not found. */
SP_API spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
/* Returns -1 if the slot was not found. */
SP_API int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
/* Sets the skin used to look up attachments before looking in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
* attachment is attached from the new skin.
* @param skin May be 0.*/
SP_API void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
* @param skinName May be 0. */
SP_API int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
SP_API spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found. */
SP_API spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found.
* @param attachmentName May be 0. */
SP_API int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the IK constraint was not found. */
SP_API spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* constraintName);
/* Returns 0 if the transform constraint was not found. */
SP_API spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName);
/* Returns 0 if the path constraint was not found. */
SP_API spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName);
SP_API void spSkeleton_update (spSkeleton* self, float deltaTime);
#ifdef SPINE_SHORT_NAMES
typedef spSkeleton Skeleton;
#define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
#define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
#define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
#define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
#define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
#define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
#define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
#define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
#define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
#define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
#define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
#define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
#define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
#define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
#define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
#define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
#endif
#ifdef __cplusplus
}
#endif
#endif /* SPINE_SKELETON_H_*/