/****************************************************************************** * 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_SlotData_h #define Spine_SlotData_h #include #include #include #include #include namespace spine { class BoneData; /// Stores the setup pose for a Slot. class SP_API SlotData : public PosedDataGeneric { friend class SkeletonBinary; friend class SkeletonJson; friend class PathConstraint; 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 Slot; public: SlotData(int index, const String& name, BoneData& boneData); /// The index of the slot in Skeleton::getSlots(). int getIndex(); /// The bone this slot belongs to. BoneData& getBoneData(); void setAttachmentName(const String& attachmentName); /// The name of the attachment that is visible for this slot in the setup pose, or empty if no attachment is visible. const String& getAttachmentName(); /// The blend mode for drawing the slot's attachment. BlendMode getBlendMode(); void setBlendMode(BlendMode blendMode); /// False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. bool getVisible(); void setVisible(bool visible); private: const int _index; BoneData& _boneData; String _attachmentName; BlendMode _blendMode; bool _visible; }; } #endif /* Spine_SlotData_h */