/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_Slot_h #define Spine_Slot_h #include #include #include #include #include #include namespace spine { class Bone; class Skeleton; class Attachment; /// Stores a slot's current pose. Slots organize attachments for Skeleton drawOrder purposes and provide a place to store /// state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared /// across multiple skeletons. class SP_API Slot : public PosedGeneric { friend class VertexAttachment; friend class Skeleton; friend class SkeletonBounds; friend class SkeletonClipping; friend class SlotCurveTimeline; friend class AttachmentTimeline; friend class RGBATimeline; friend class RGBTimeline; friend class AlphaTimeline; friend class RGBA2Timeline; friend class RGB2Timeline; friend class DeformTimeline; friend class DrawOrderTimeline; friend class EventTimeline; friend class IkConstraintTimeline; friend class PathConstraintMixTimeline; friend class PathConstraintPositionTimeline; friend class PathConstraintSpacingTimeline; friend class ScaleTimeline; friend class ShearTimeline; friend class TransformConstraintTimeline; friend class TranslateTimeline; friend class TwoColorTimeline; friend class AnimationState; public: Slot(SlotData &data, Skeleton &skeleton); /// The bone this slot belongs to. Bone &getBone(); void setupPose() override; private: Skeleton &_skeleton; Bone &_bone; int _attachmentState; }; } #endif /* Spine_Slot_h */