------------------------------------------------------------------------------- -- Spine Runtimes License Agreement -- Last updated May 1, 2019. Replaces all prior versions. -- -- Copyright (c) 2013-2019, Esoteric Software LLC -- -- Integration of the Spine Runtimes into software or otherwise creating -- derivative works of the Spine Runtimes is permitted under the terms and -- conditions of Section 2 of the Spine Editor License Agreement: -- http://esotericsoftware.com/spine-editor-license -- -- Otherwise, it is permitted to integrate the Spine Runtimes into software -- or otherwise create derivative works of the Spine Runtimes (collectively, -- "Products"), provided that each user of the Products must obtain their own -- Spine Editor license and redistribution of the Products in any form must -- include this license and copyright notice. -- -- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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. ------------------------------------------------------------------------------- local setmetatable = setmetatable local SkeletonData = {} SkeletonData.__index = SkeletonData function SkeletonData.new () local self = { name, bones = {}, slots = {}, skins = {}, defaultSkin = nil, events = {}, animations = {}, ikConstraints = {}, transformConstraints = {}, pathConstraints = {}, x, y, width, height, version, hash, imagesPath, slotNameIndices = {} } setmetatable(self, SkeletonData) return self end function SkeletonData:findBone (boneName) if not boneName then error("boneName cannot be nil.", 2) end for _,bone in ipairs(self.bones) do if bone.name == boneName then return bone end end return nil end function SkeletonData:findBoneIndex (boneName) if not boneName then error("boneName cannot be nil.", 2) end for i,bone in ipairs(self.bones) do if bone.name == boneName then return i end end return -1 end function SkeletonData:findSlot (slotName) if not slotName then error("slotName cannot be nil.", 2) end for i,slot in ipairs(self.slots) do if slot.name == slotName then return slot end end return nil end function SkeletonData:findSlotIndex (slotName) if not slotName then error("slotName cannot be nil.", 2) end return self.slotNameIndices[slotName] or -1 end function SkeletonData:findSkin (skinName) if not skinName then error("skinName cannot be nil.", 2) end for _,skin in ipairs(self.skins) do if skin.name == skinName then return skin end end return nil end function SkeletonData:findEvent (eventName) if not eventName then error("eventName cannot be nil.", 2) end for _,event in ipairs(self.events) do if event.name == eventName then return event end end return nil end function SkeletonData:findAnimation (animationName) if not animationName then error("animationName cannot be nil.", 2) end for _,animation in ipairs(self.animations) do if animation.name == animationName then return animation end end return nil end function SkeletonData:findIkConstraint (constraintName) if not constraintName then error("constraintName cannot be nil.", 2) end for _,constraint in ipairs(self.ikConstraints) do if constraint.name == constraintName then return constraint end end return nil end function SkeletonData:findTransformConstraint (constraintName) if not constraintName then error("constraintName cannot be nil.", 2) end for _,constraint in ipairs(self.transformConstraints) do if constraint.name == constraintName then return constraint end end return nil end function SkeletonData:findPathConstraint (constraintName) if not constraintName then error("constraintName cannot be nil.", 2) end for _,constraint in ipairs(self.pathConstraints) do if constraint.name == constraintName then return constraint end end return nil end function SkeletonData:findPathConstraintIndex (constraintName) if not constraintName then error("constraintName cannot be nil.", 2) end for i,constraint in ipairs(self.pathConstraints) do if constraint.name == constraintName then return i end end return -1 end return SkeletonData