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

131 lines
5.7 KiB
C

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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/SkeletonData.h>
#include <spine/Slot.h>
#include <spine/Skin.h>
#include <spine/IkConstraint.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct spSkeleton spSkeleton;
struct spSkeleton {
spSkeletonData* const data;
int bonesCount;
spBone** bones;
spBone* const root;
int slotsCount;
spSlot** slots;
spSlot** drawOrder;
int ikConstraintsCount;
spIkConstraint** ikConstraints;
spSkin* const skin;
float r, g, b, a;
float time;
int/*bool*/flipX, flipY;
float x, y;
};
spSkeleton* spSkeleton_create (spSkeletonData* data);
void spSkeleton_dispose (spSkeleton* self);
/* Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed. */
void spSkeleton_updateCache (const spSkeleton* self);
void spSkeleton_updateWorldTransform (const spSkeleton* self);
void spSkeleton_setToSetupPose (const spSkeleton* self);
void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
/* Returns 0 if the bone was not found. */
spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
/* Returns -1 if the bone was not found. */
int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
/* Returns 0 if the slot was not found. */
spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
/* Returns -1 if the slot was not found. */
int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached.
* @param skin May be 0.*/
void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
* @param skinName May be 0. */
int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found. */
spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found. */
int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the IK constraint was not found. */
spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* ikConstraintName);
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_*/