#include "skeleton.h" #include using namespace spine; spine_skeleton spine_skeleton_create(spine_skeleton_data skeletonData) { return (spine_skeleton) new (__FILE__, __LINE__) Skeleton(*((SkeletonData *) skeletonData)); } void spine_skeleton_dispose(spine_skeleton self) { delete (Skeleton *) self; } void spine_skeleton_update_cache(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; _self->updateCache(); } void spine_skeleton_print_update_cache(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; _self->printUpdateCache(); } void spine_skeleton_constrained(spine_skeleton self, spine_posed object) { Skeleton *_self = (Skeleton *) self; _self->constrained(*((Posed *) object)); } void spine_skeleton_sort_bone(spine_skeleton self, /*@null*/ spine_bone bone) { Skeleton *_self = (Skeleton *) self; _self->sortBone((Bone *) bone); } void spine_skeleton_sort_reset(spine_array_bone bones) { Skeleton::sortReset(*((Array *) bones)); } void spine_skeleton_update_world_transform(spine_skeleton self, spine_physics physics) { Skeleton *_self = (Skeleton *) self; _self->updateWorldTransform((Physics) physics); } void spine_skeleton_setup_pose(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; _self->setupPose(); } void spine_skeleton_setup_pose_bones(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; _self->setupPoseBones(); } void spine_skeleton_setup_pose_slots(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; _self->setupPoseSlots(); } spine_skeleton_data spine_skeleton_get_data(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_skeleton_data) &_self->getData(); } spine_array_bone spine_skeleton_get_bones(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_array_bone) &_self->getBones(); } spine_array_update spine_skeleton_get_update_cache(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_array_update) &_self->getUpdateCache(); } /*@null*/ spine_bone spine_skeleton_get_root_bone(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_bone) _self->getRootBone(); } /*@null*/ spine_bone spine_skeleton_find_bone(spine_skeleton self, const char *boneName) { Skeleton *_self = (Skeleton *) self; return (spine_bone) _self->findBone(String(boneName)); } spine_array_slot spine_skeleton_get_slots(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_array_slot) &_self->getSlots(); } /*@null*/ spine_slot spine_skeleton_find_slot(spine_skeleton self, const char *slotName) { Skeleton *_self = (Skeleton *) self; return (spine_slot) _self->findSlot(String(slotName)); } spine_array_slot spine_skeleton_get_draw_order(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_array_slot) &_self->getDrawOrder(); } /*@null*/ spine_skin spine_skeleton_get_skin(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_skin) _self->getSkin(); } void spine_skeleton_set_skin_1(spine_skeleton self, const char *skinName) { Skeleton *_self = (Skeleton *) self; _self->setSkin(String(skinName)); } void spine_skeleton_set_skin_2(spine_skeleton self, /*@null*/ spine_skin newSkin) { Skeleton *_self = (Skeleton *) self; _self->setSkin((Skin *) newSkin); } /*@null*/ spine_attachment spine_skeleton_get_attachment_1(spine_skeleton self, const char *slotName, const char *attachmentName) { Skeleton *_self = (Skeleton *) self; return (spine_attachment) _self->getAttachment(String(slotName), String(attachmentName)); } /*@null*/ spine_attachment spine_skeleton_get_attachment_2(spine_skeleton self, int slotIndex, const char *attachmentName) { Skeleton *_self = (Skeleton *) self; return (spine_attachment) _self->getAttachment(slotIndex, String(attachmentName)); } void spine_skeleton_set_attachment(spine_skeleton self, const char *slotName, const char *attachmentName) { Skeleton *_self = (Skeleton *) self; _self->setAttachment(String(slotName), String(attachmentName)); } spine_array_constraint spine_skeleton_get_constraints(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_array_constraint) &_self->getConstraints(); } spine_array_physics_constraint spine_skeleton_get_physics_constraints(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_array_physics_constraint) &_self->getPhysicsConstraints(); } void spine_skeleton_get_bounds_1(spine_skeleton self, float *outX, float *outY, float *outWidth, float *outHeight) { Skeleton *_self = (Skeleton *) self; _self->getBounds(*outX, *outY, *outWidth, *outHeight); } void spine_skeleton_get_bounds_2(spine_skeleton self, float *outX, float *outY, float *outWidth, float *outHeight, spine_array_float outVertexBuffer, /*@null*/ spine_skeleton_clipping clipping) { Skeleton *_self = (Skeleton *) self; _self->getBounds(*outX, *outY, *outWidth, *outHeight, *((Array *) outVertexBuffer), (SkeletonClipping *) clipping); } spine_color spine_skeleton_get_color(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return (spine_color) &_self->getColor(); } void spine_skeleton_set_color_1(spine_skeleton self, spine_color color) { Skeleton *_self = (Skeleton *) self; _self->setColor(*((Color *) color)); } void spine_skeleton_set_color_2(spine_skeleton self, float r, float g, float b, float a) { Skeleton *_self = (Skeleton *) self; _self->setColor(r, g, b, a); } float spine_skeleton_get_scale_x(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getScaleX(); } void spine_skeleton_set_scale_x(spine_skeleton self, float inValue) { Skeleton *_self = (Skeleton *) self; _self->setScaleX(inValue); } float spine_skeleton_get_scale_y(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getScaleY(); } void spine_skeleton_set_scale_y(spine_skeleton self, float inValue) { Skeleton *_self = (Skeleton *) self; _self->setScaleY(inValue); } void spine_skeleton_set_scale(spine_skeleton self, float scaleX, float scaleY) { Skeleton *_self = (Skeleton *) self; _self->setScale(scaleX, scaleY); } float spine_skeleton_get_x(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getX(); } void spine_skeleton_set_x(spine_skeleton self, float inValue) { Skeleton *_self = (Skeleton *) self; _self->setX(inValue); } float spine_skeleton_get_y(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getY(); } void spine_skeleton_set_y(spine_skeleton self, float inValue) { Skeleton *_self = (Skeleton *) self; _self->setY(inValue); } void spine_skeleton_set_position(spine_skeleton self, float x, float y) { Skeleton *_self = (Skeleton *) self; _self->setPosition(x, y); } void spine_skeleton_get_position(spine_skeleton self, float *x, float *y) { Skeleton *_self = (Skeleton *) self; _self->getPosition(*x, *y); } float spine_skeleton_get_wind_x(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getWindX(); } void spine_skeleton_set_wind_x(spine_skeleton self, float windX) { Skeleton *_self = (Skeleton *) self; _self->setWindX(windX); } float spine_skeleton_get_wind_y(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getWindY(); } void spine_skeleton_set_wind_y(spine_skeleton self, float windY) { Skeleton *_self = (Skeleton *) self; _self->setWindY(windY); } float spine_skeleton_get_gravity_x(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getGravityX(); } void spine_skeleton_set_gravity_x(spine_skeleton self, float gravityX) { Skeleton *_self = (Skeleton *) self; _self->setGravityX(gravityX); } float spine_skeleton_get_gravity_y(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getGravityY(); } void spine_skeleton_set_gravity_y(spine_skeleton self, float gravityY) { Skeleton *_self = (Skeleton *) self; _self->setGravityY(gravityY); } void spine_skeleton_physics_translate(spine_skeleton self, float x, float y) { Skeleton *_self = (Skeleton *) self; _self->physicsTranslate(x, y); } void spine_skeleton_physics_rotate(spine_skeleton self, float x, float y, float degrees) { Skeleton *_self = (Skeleton *) self; _self->physicsRotate(x, y, degrees); } float spine_skeleton_get_time(spine_skeleton self) { Skeleton *_self = (Skeleton *) self; return _self->getTime(); } void spine_skeleton_set_time(spine_skeleton self, float time) { Skeleton *_self = (Skeleton *) self; _self->setTime(time); } void spine_skeleton_update(spine_skeleton self, float delta) { Skeleton *_self = (Skeleton *) self; _self->update(delta); }