#include "vertex_attachment.h" #include using namespace spine; void spine_vertex_attachment_dispose(spine_vertex_attachment self) { delete (VertexAttachment*)self; } spine_rtti spine_vertex_attachment_get_rtti(spine_vertex_attachment self) { return (spine_rtti)&((VertexAttachment*)self)->getRTTI(); } void spine_vertex_attachment_compute_world_vertices_1(spine_vertex_attachment self, spine_skeleton skeleton, spine_slot slot, size_t start, size_t count, float * worldVertices, size_t offset, size_t stride) { ((VertexAttachment*)self)->computeWorldVertices(*((Skeleton*)skeleton), *((Slot*)slot), start, count, worldVertices, offset, stride); } void spine_vertex_attachment_compute_world_vertices_2(spine_vertex_attachment self, spine_skeleton skeleton, spine_slot slot, size_t start, size_t count, spine_array_float worldVertices, size_t offset, size_t stride) { ((VertexAttachment*)self)->computeWorldVertices(*((Skeleton*)skeleton), *((Slot*)slot), start, count, *((Array*)worldVertices), offset, stride); } int spine_vertex_attachment_get_id(spine_vertex_attachment self) { return ((VertexAttachment*)self)->getId(); } spine_array_int spine_vertex_attachment_get_bones(spine_vertex_attachment self) { return (spine_array_int)&((VertexAttachment*)self)->getBones(); } void spine_vertex_attachment_set_bones(spine_vertex_attachment self, spine_array_int bones) { ((VertexAttachment*)self)->setBones(*((Array*)bones)); } spine_array_float spine_vertex_attachment_get_vertices(spine_vertex_attachment self) { return (spine_array_float)&((VertexAttachment*)self)->getVertices(); } void spine_vertex_attachment_set_vertices(spine_vertex_attachment self, spine_array_float vertices) { ((VertexAttachment*)self)->setVertices(*((Array*)vertices)); } size_t spine_vertex_attachment_get_world_vertices_length(spine_vertex_attachment self) { return ((VertexAttachment*)self)->getWorldVerticesLength(); } void spine_vertex_attachment_set_world_vertices_length(spine_vertex_attachment self, size_t inValue) { ((VertexAttachment*)self)->setWorldVerticesLength(inValue); } spine_attachment spine_vertex_attachment_get_timeline_attachment(spine_vertex_attachment self) { return (spine_attachment)((VertexAttachment*)self)->getTimelineAttachment(); } void spine_vertex_attachment_set_timeline_attachment(spine_vertex_attachment self, spine_attachment attachment) { ((VertexAttachment*)self)->setTimelineAttachment((Attachment *)attachment); } void spine_vertex_attachment_copy_to(spine_vertex_attachment self, spine_vertex_attachment other) { ((VertexAttachment*)self)->copyTo((VertexAttachment *)other); } const char * spine_vertex_attachment_get_name(spine_vertex_attachment self) { return ((Attachment*)(VertexAttachment*)self)->getName().buffer(); } spine_attachment spine_vertex_attachment_copy(spine_vertex_attachment self) { return (spine_attachment)((Attachment*)(VertexAttachment*)self)->copy(); } int spine_vertex_attachment_get_ref_count(spine_vertex_attachment self) { return ((Attachment*)(VertexAttachment*)self)->getRefCount(); } void spine_vertex_attachment_reference(spine_vertex_attachment self) { ((Attachment*)(VertexAttachment*)self)->reference(); } void spine_vertex_attachment_dereference(spine_vertex_attachment self) { ((Attachment*)(VertexAttachment*)self)->dereference(); } spine_rtti spine_vertex_attachment_rtti(void) { return (spine_rtti)&VertexAttachment::rtti; }