/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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. *****************************************************************************/ #import #import "cocos2d.h" @class spPolygonBatch; /** Draws a skeleton. */ @interface SkeletonRenderer : CCNodeRGBA { spSkeleton* _skeleton; spBone* _rootBone; bool _debugSlots; bool _debugBones; bool _premultipliedAlpha; ccBlendFunc _blendFunc; bool _ownsSkeletonData; spAtlas* _atlas; spPolygonBatch* batch; float* worldVertices; } + (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData; + (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale; + (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale; - (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData; - (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale; - (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale; - (CCTexture2D*) getTextureForRegion:(spRegionAttachment*)attachment; - (CCTexture2D*) getTextureForMesh:(spMeshAttachment*)attachment; - (CCTexture2D*) getTextureForSkinnedMesh:(spSkinnedMeshAttachment*)attachment; // --- Convenience methods for common Skeleton_* functions. - (void) updateWorldTransform; - (void) setToSetupPose; - (void) setBonesToSetupPose; - (void) setSlotsToSetupPose; /* Returns 0 if the bone was not found. */ - (spBone*) findBone:(NSString*)boneName; /* Returns 0 if the slot was not found. */ - (spSlot*) findSlot:(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. If there was no old skin, each slot's setup mode * attachment is attached from the new skin. 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. */ - (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName; /* Returns false if the slot or attachment was not found. */ - (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName; @property (nonatomic, readonly) spSkeleton* skeleton; @property (nonatomic) bool debugSlots; @property (nonatomic) bool debugBones; @property (nonatomic) spBone* rootBone; @end