/****************************************************************************** * 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. *****************************************************************************/ #ifndef SPINE_SKELETONRENDERER_H_ #define SPINE_SKELETONRENDERER_H_ #include #include "cocos2d.h" namespace spine { class PolygonBatch; /** Draws a skeleton. */ class SkeletonRenderer: public cocos2d::Node, public cocos2d::BlendProtocol { public: spSkeleton* skeleton; spBone* rootBone; float timeScale; bool debugSlots; bool debugBones; bool premultipliedAlpha; static SkeletonRenderer* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false); static SkeletonRenderer* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0); static SkeletonRenderer* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0); SkeletonRenderer (spSkeletonData* skeletonData, bool ownsSkeletonData = false); SkeletonRenderer (const char* skeletonDataFile, spAtlas* atlas, float scale = 0); SkeletonRenderer (const char* skeletonDataFile, const char* atlasFile, float scale = 0); virtual ~SkeletonRenderer (); virtual void update (float deltaTime) override; virtual void draw(cocos2d::Renderer* renderer, const kmMat4& transform, bool transformUpdated) override; virtual void drawSkeleton (const kmMat4& transform, bool transformUpdated); virtual cocos2d::Rect getBoundingBox () const override; // --- Convenience methods for common Skeleton_* functions. void updateWorldTransform (); void setToSetupPose (); void setBonesToSetupPose (); void setSlotsToSetupPose (); /* Returns 0 if the bone was not found. */ spBone* findBone (const char* boneName) const; /* Returns 0 if the slot was not found. */ spSlot* findSlot (const char* slotName) const; /* 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. Returns false if the skin was not found. * @param skin May be 0.*/ bool setSkin (const char* skinName); /* Returns 0 if the slot or attachment was not found. */ spAttachment* getAttachment (const char* slotName, const char* attachmentName) const; /* Returns false if the slot or attachment was not found. */ bool setAttachment (const char* slotName, const char* attachmentName); // --- BlendProtocol virtual void setBlendFunc (const cocos2d::BlendFunc& blendFunc); virtual const cocos2d::BlendFunc& getBlendFunc () const; virtual void setOpacityModifyRGB (bool value); virtual bool isOpacityModifyRGB (); protected: SkeletonRenderer (); void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData); virtual cocos2d::Texture2D* getTexture (spRegionAttachment* attachment) const; virtual cocos2d::Texture2D* getTexture (spMeshAttachment* attachment) const; virtual cocos2d::Texture2D* getTexture (spSkinnedMeshAttachment* attachment) const; private: bool ownsSkeletonData; spAtlas* atlas; cocos2d::CustomCommand drawCommand; cocos2d::BlendFunc blendFunc; PolygonBatch* batch; float* worldVertices; void initialize (); }; } #endif /* SPINE_SKELETONRENDERER_H_ */