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- /******************************************************************************
- * 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/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;
- float r, g, b, a;
- 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),
- r(0), g(0), b(0), a(0),
- time(0),
- flipX(0),
- flipY(0),
- x(0), y(0) {
- }
- #endif
- } spSkeleton;
- spSkeleton* spSkeleton_create (spSkeletonData* data);
- 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. */
- void spSkeleton_updateCache (spSkeleton* self);
- void spSkeleton_updateWorldTransform (const spSkeleton* self);
- /* Sets the bones, constraints, and slots to their setup pose values. */
- void spSkeleton_setToSetupPose (const spSkeleton* self);
- /* Sets the bones and constraints to their setup pose values. */
- 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 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.*/
- 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.
- * @param attachmentName May be 0. */
- 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* constraintName);
- /* Returns 0 if the transform constraint was not found. */
- spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName);
- /* Returns 0 if the path constraint was not found. */
- spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName);
- 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_*/
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