#ifndef SPINE_BASESKELETON_H_ #define SPINE_BASESKELETON_H_ #include #include namespace spine { class Skin; class SkeletonData; class Slot; class Bone; class Attachment; class BaseSkeleton { public: SkeletonData *data; std::vector bones; std::vector slots; std::vector drawOrder; Skin *skin; float r, g, b, a; float time; bool flipX, flipY; BaseSkeleton (SkeletonData *data); virtual ~BaseSkeleton (); void updateWorldTransform (); void setToBindPose (); void setBonesToBindPose (); void setSlotsToBindPose (); Bone *getRootBone () const; Bone* findBone (const std::string &boneName) const; int findBoneIndex (const std::string &boneName) const; Slot* findSlot (const std::string &slotName) const; int findSlotIndex (const std::string &slotName) const; void setSkin (const std::string &skinName); void setSkin (Skin *newSkin); Attachment* getAttachment (const std::string &slotName, const std::string &attachmentName); Attachment* getAttachment (int slotIndex, const std::string &attachmentName); void setAttachment (const std::string &slotName, const std::string &attachmentName); }; } /* namespace spine */ #endif /* SPINE_BASESKELETON_H_ */