Fancier C++/ObjC APIs to avoid C API with simple usage.

NSString instead of cstr for ObjC.
This commit is contained in:
NathanSweet 2013-04-04 17:12:21 +02:00
parent dd27ee184c
commit 6780447b83
9 changed files with 199 additions and 54 deletions

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@ -2,7 +2,6 @@
* with internal methods exposed to facilitate extension. */
#include <stdio.h>
#include <stdlib.h>
#include <spine/spine.h>
#include <spine/extension.h>

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@ -41,6 +41,7 @@ struct Skeleton {
int boneCount;
Bone** bones;
Bone* const root;
int slotCount;
Slot** slots;
@ -62,7 +63,6 @@ void Skeleton_setToBindPose (const Skeleton* self);
void Skeleton_setBonesToBindPose (const Skeleton* self);
void Skeleton_setSlotsToBindPose (const Skeleton* self);
Bone* Skeleton_getRootBone (const Skeleton* self);
/* Returns 0 if the bone was not found. */
Bone* Skeleton_findBone (const Skeleton* self, const char* boneName);
/* Returns -1 if the bone was not found. */
@ -77,7 +77,8 @@ int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName);
* attached if the corresponding attachment from the old skin was attached.
* @param skin May be 0.*/
void Skeleton_setSkin (Skeleton* self, Skin* skin);
/* Returns 0 if the skin was not found. See Skeleton_setSkin. */
/* Returns 0 if the skin was not found. See Skeleton_setSkin.
* @param skinName May be 0. */
int Skeleton_setSkinByName (Skeleton* self, const char* skinName);
/* Returns 0 if the slot or attachment was not found. */

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@ -53,6 +53,7 @@ void _Skeleton_init (Skeleton* self, SkeletonData* data) {
}
self->bones[i] = Bone_create(boneData, parent);
}
CONST_CAST(Bone*, self->root) = self->bones[0];
self->slotCount = data->slotCount;
self->slots = MALLOC(Slot*, self->slotCount);
@ -122,11 +123,6 @@ void Skeleton_setSlotsToBindPose (const Skeleton* self) {
Slot_setToBindPose(self->slots[i]);
}
Bone* Skeleton_getRootBone (const Skeleton* self) {
if (self->boneCount == 0) return 0;
return self->bones[0];
}
Bone* Skeleton_findBone (const Skeleton* self, const char* boneName) {
int i;
for (i = 0; i < self->boneCount; ++i)
@ -156,6 +152,10 @@ int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName) {
}
int Skeleton_setSkinByName (Skeleton* self, const char* skinName) {
if (!skinName) {
Skeleton_setSkin(self, 0);
return 1;
}
Skin *skin = SkeletonData_findSkin(self->data, skinName);
if (!skin) return 0;
Skeleton_setSkin(self, skin);

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@ -13,10 +13,10 @@
self = [super init];
if (!self) return nil;
skeletonNode = [CCSkeleton create:"spineboy.json" atlasFile:"spineboy.atlas"];
[skeletonNode setMix:"walk" to:"jump" duration:0.4f];
[skeletonNode setMix:"jump" to:"walk" duration:0.4f];
[skeletonNode setAnimation:"walk" loop:true];
skeletonNode = [CCSkeleton create:@"spineboy.json" atlasFile:@"spineboy.atlas"];
[skeletonNode setMix:@"walk" to:@"jump" duration:0.4f];
[skeletonNode setMix:@"jump" to:@"walk" duration:0.4f];
[skeletonNode setAnimation:@"walk" loop:true];
skeletonNode->timeScale = 0.3f;
skeletonNode->debugBones = true;
@ -31,9 +31,9 @@
- (void) update:(ccTime)delta {
if (strcmp(skeletonNode->state->animation->name, "walk") == 0) {
if (skeletonNode->state->time > 2) [skeletonNode setAnimation:"jump" loop:false];
if (skeletonNode->state->time > 2) [skeletonNode setAnimation:@"jump" loop:false];
} else {
if (skeletonNode->state->time > 1) [skeletonNode setAnimation:"walk" loop:true];
if (skeletonNode->state->time > 1) [skeletonNode setAnimation:@"walk" loop:true];
}
}

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@ -51,22 +51,23 @@ typedef struct {
bool ownsStateData;
@public
Skeleton* skeleton;
AnimationState* state;
float timeScale;
Skeleton* const skeleton;
AnimationState* const state;
float timeScale;
bool debugSlots;
bool debugBones;
CCTextureAtlas* atlas; // All region attachments for a skeleton must use the same texture.
unsigned int quadCount;
ccBlendFunc blendFunc;
}
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlas:(Atlas*)atlas;
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale;
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlas:(Atlas*)atlas;
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale;
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlasFile:(const char*)atlasFile;
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlasFile:(const char*)atlasFile scale:(float)scale;
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile;
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
+ (CCSkeleton*) create:(SkeletonData*)skeletonData;
+ (CCSkeleton*) create:(SkeletonData*)skeletonData stateData:(AnimationStateData*)stateData;
@ -74,8 +75,36 @@ typedef struct {
- init:(SkeletonData*)skeletonData;
- init:(SkeletonData*)skeletonData stateData:(AnimationStateData*)stateData;
- (void) setMix:(const char*)fromName to:(const char*)toName duration:(float)duration;
- (void) setAnimation:(const char*)animationName loop:(bool)loop;
- (void) setMix:(NSString*)fromName to:(NSString*)toName duration:(float)duration;
- (void) setAnimation:(NSString*)animationName loop:(bool)loop;
- (void) updateWorldTransform;
- (void) setToBindPose;
- (void) setBonesToBindPose;
- (void) setSlotsToBindPose;
/* Returns 0 if the bone was not found. */
- (Bone*) findBone:(NSString*)boneName;
/* Returns -1 if the bone was not found. */
- (int) findBoneIndex:(NSString*)boneName;
/* Returns 0 if the slot was not found. */
- (Slot*) findSlot:(NSString*)slotName;
/* Returns -1 if the slot was not found. */
- (int) findSlotIndex:(NSString*)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. Returns false if the skin was not found.
* @param skin May be 0.*/
- (bool) setSkin:(NSString*)skinName;
/* Returns 0 if the slot or attachment was not found. */
- (Attachment*) getAttachmentForSlotName:(NSString*)slotName attachmentName:(NSString*)attachmentName;
/* Returns 0 if the slot or attachment was not found. */
- (Attachment*) getAttachmentForSlotIndex:(int)slotIndex attachmentName:(NSString*)attachmentName;
/* Returns false if the slot or attachment was not found. */
- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
@end

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@ -68,30 +68,30 @@ Skeleton* _Cocos2dSkeleton_create (SkeletonData* data, CCSkeleton* node) {
@implementation CCSkeleton
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlas:(Atlas*)atlas {
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlas:(Atlas*)atlas {
return [CCSkeleton create:skeletonDataFile atlas:atlas scale:1];
}
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale {
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale {
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
SkeletonJson_dispose(json);
CCSkeleton* node = skeletonData ? [CCSkeleton create:skeletonData] : 0;
node->ownsSkeleton = true;
return node;
}
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlasFile:(const char*)atlasFile {
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile {
return [CCSkeleton create:skeletonDataFile atlasFile:atlasFile scale:1];
}
+ (CCSkeleton*) create:(const char*)skeletonDataFile atlasFile:(const char*)atlasFile scale:(float)scale {
Atlas* atlas = Atlas_readAtlasFile(atlasFile);
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
Atlas* atlas = Atlas_readAtlasFile([atlasFile UTF8String]);
if (!atlas) return 0;
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
SkeletonJson_dispose(json);
if (!skeletonData) {
Atlas_dispose(atlas);
@ -119,13 +119,13 @@ Skeleton* _Cocos2dSkeleton_create (SkeletonData* data, CCSkeleton* node) {
self = [super init];
if (!self) return nil;
skeleton = _Cocos2dSkeleton_create(skeletonData, self);
CONST_CAST(Skeleton*, skeleton) = _Cocos2dSkeleton_create(skeletonData, self);
if (!stateData) {
stateData = AnimationStateData_create(skeletonData);
ownsStateData = true;
}
state = AnimationState_create(stateData);
CONST_CAST(AnimationState*, state) = AnimationState_create(stateData);
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
@ -145,14 +145,6 @@ Skeleton* _Cocos2dSkeleton_create (SkeletonData* data, CCSkeleton* node) {
[super dealloc];
}
- (void) setMix:(const char*)fromName to:(const char*)toName duration:(float)duration {
AnimationStateData_setMixByName(state->data, fromName, toName, duration);
}
- (void) setAnimation:(const char*)animationName loop:(bool)loop {
AnimationState_setAnimationByName(state, animationName, loop);
}
- (void) update:(ccTime)deltaTime {
Skeleton_update(skeleton, deltaTime);
AnimationState_update(state, deltaTime * timeScale);
@ -211,6 +203,57 @@ Skeleton* _Cocos2dSkeleton_create (SkeletonData* data, CCSkeleton* node) {
}
}
// Convenience methods:
- (void) setMix:(NSString*)fromName to:(NSString*)toName duration:(float)duration {
AnimationStateData_setMixByName(state->data, [fromName UTF8String], [toName UTF8String], duration);
}
- (void) setAnimation:(NSString*)animationName loop:(bool)loop {
AnimationState_setAnimationByName(state, [animationName UTF8String], loop);
}
- (void) updateWorldTransform {
Skeleton_updateWorldTransform(skeleton);
}
- (void) setToBindPose {
Skeleton_setToBindPose(skeleton);
}
- (void) setBonesToBindPose {
Skeleton_setBonesToBindPose(skeleton);
}
- (void) setSlotsToBindPose {
Skeleton_setSlotsToBindPose(skeleton);
}
- (Bone*) findBone:(NSString*)boneName {
return Skeleton_findBone(skeleton, [boneName UTF8String]);
}
- (int) findBoneIndex:(NSString*)boneName {
return Skeleton_findBoneIndex(skeleton, [boneName UTF8String]);
}
- (Slot*) findSlot:(NSString*)slotName {
return Skeleton_findSlot(skeleton, [slotName UTF8String]);
}
- (int) findSlotIndex:(NSString*)slotName {
return Skeleton_findSlotIndex(skeleton, [slotName UTF8String]);
}
- (bool) setSkin:(NSString*)skinName {
return (bool)Skeleton_setSkinByName(skeleton, [skinName UTF8String]);
}
- (Attachment*) getAttachmentForSlotName:(NSString*)slotName attachmentName:(NSString*)attachmentName {
return Skeleton_getAttachmentForSlotName(skeleton, [slotName UTF8String], [attachmentName UTF8String]);
}
- (Attachment*) getAttachmentForSlotIndex:(int)slotIndex attachmentName:(NSString*)attachmentName {
return Skeleton_getAttachmentForSlotIndex(skeleton, slotIndex, [attachmentName UTF8String]);
}
- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName {
return (bool)Skeleton_setAttachment(skeleton, [slotName UTF8String], [attachmentName UTF8String]);
}
// CCBlendProtocol
- (void) setBlendFunc:(ccBlendFunc)func {

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@ -103,14 +103,14 @@ CCSkeleton* CCSkeleton::create (SkeletonData* skeletonData, AnimationStateData*
}
CCSkeleton::CCSkeleton (SkeletonData *skeletonData, AnimationStateData *stateData) :
debugSlots(false), debugBones(false) {
skeleton = _Cocos2dxSkeleton_create(skeletonData, this);
skeleton(0), state(0), debugSlots(false), debugBones(false) {
CONST_CAST(Skeleton*, skeleton) = _Cocos2dxSkeleton_create(skeletonData, this);
if (!stateData) {
stateData = AnimationStateData_create(skeletonData);
ownsStateData = true;
}
state = AnimationState_create(stateData);
CONST_CAST(AnimationState*, state) = AnimationState_create(stateData);
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
@ -127,14 +127,6 @@ CCSkeleton::~CCSkeleton () {
AnimationState_dispose(state);
}
void CCSkeleton::setMix (const char* fromName, const char* toName, float duration) {
AnimationStateData_setMixByName(state->data, fromName, toName, duration);
}
void CCSkeleton::setAnimation (const char* animationName, bool loop) {
AnimationState_setAnimationByName(state, animationName, loop);
}
void CCSkeleton::update (float deltaTime) {
Skeleton_update(skeleton, deltaTime);
AnimationState_update(state, deltaTime * timeScale);
@ -193,6 +185,58 @@ void CCSkeleton::draw () {
}
}
// Convenience methods:
void CCSkeleton::setMix (const char* fromName, const char* toName, float duration) {
AnimationStateData_setMixByName(state->data, fromName, toName, duration);
}
void CCSkeleton::setAnimation (const char* animationName, bool loop) {
AnimationState_setAnimationByName(state, animationName, loop);
}
void CCSkeleton::updateWorldTransform () {
Skeleton_updateWorldTransform(skeleton);
}
void CCSkeleton::setToBindPose () {
Skeleton_setToBindPose(skeleton);
}
void CCSkeleton::setBonesToBindPose () {
Skeleton_setBonesToBindPose(skeleton);
}
void CCSkeleton::setSlotsToBindPose () {
Skeleton_setSlotsToBindPose(skeleton);
}
Bone* CCSkeleton::findBone (const char* boneName) const {
return Skeleton_findBone(skeleton, boneName);
}
int CCSkeleton::findBoneIndex (const char* boneName) const {
return Skeleton_findBoneIndex(skeleton, boneName);
}
Slot* CCSkeleton::findSlot (const char* slotName) const {
return Skeleton_findSlot(skeleton, slotName);
}
int CCSkeleton::findSlotIndex (const char* slotName) const {
return Skeleton_findSlotIndex(skeleton, slotName);
}
bool CCSkeleton::setSkin (const char* skinName) {
return (bool)Skeleton_setSkinByName(skeleton, skinName);
}
Attachment* CCSkeleton::getAttachment (const char* slotName, const char* attachmentName) const {
return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
}
Attachment* CCSkeleton::getAttachment (int slotIndex, const char* attachmentName) const {
return Skeleton_getAttachmentForSlotIndex(skeleton, slotIndex, attachmentName);
}
bool CCSkeleton::setAttachment (const char* slotName, const char* attachmentName) {
return (bool)Skeleton_setAttachment(skeleton, slotName, attachmentName);
}
// CCBlendProtocol
ccBlendFunc CCSkeleton::getBlendFunc () {

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@ -53,11 +53,12 @@ private:
bool ownsStateData;
public:
Skeleton* skeleton;
AnimationState* state;
Skeleton* const skeleton;
AnimationState* const state;
float timeScale;
bool debugSlots;
bool debugBones;
cocos2d::CCTextureAtlas* atlas; // All region attachments for a skeleton must use the same texture.
unsigned int quadCount;
@ -71,6 +72,34 @@ public:
void setMix (const char* fromName, const char* toName, float duration);
void setAnimation (const char* animationName, bool loop);
void updateWorldTransform ();
void setToBindPose ();
void setBonesToBindPose ();
void setSlotsToBindPose ();
/* Returns 0 if the bone was not found. */
Bone* findBone (const char* boneName) const;
/* Returns -1 if the bone was not found. */
int findBoneIndex (const char* boneName) const;
/* Returns 0 if the slot was not found. */
Slot* findSlot (const char* slotName) const;
/* Returns -1 if the slot was not found. */
int findSlotIndex (const char* slotName) const;
/* 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. Returns false if the skin was not found.
* @param skin May be 0.*/
bool setSkin (const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
Attachment* getAttachment (const char* slotName, const char* attachmentName) const;
/* Returns 0 if the slot or attachment was not found. */
Attachment* getAttachment (int slotIndex, const char* attachmentName) const;
/* Returns false if the slot or attachment was not found. */
bool setAttachment (const char* slotName, const char* attachmentName);
virtual void update (float deltaTime);
virtual void draw ();

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@ -200,4 +200,4 @@ char* _Util_readFile (const char* path, int* length) {
return _readFile(path, length);
}
}
} /* namespace spine */