------------------------------------------------------------------------------- -- Spine Runtimes Software License -- Version 2.3 -- -- Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the -- Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; -- OR BUSINESS INTERRUPTION) 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 = {}, 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 i,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 i,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 i,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 i,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 i,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 i,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 i,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