/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #import #import "cocos2d.h" /** Draws a skeleton. */ @interface SkeletonRenderer : CCNode { spSkeleton* _skeleton; spBone* _rootBone; bool _debugSlots; bool _debugBones; bool _premultipliedAlpha; bool _twoColorTint; bool _skipVisibilityCheck; ccBlendFunc _blendFunc; CCDrawNode* _drawNode; bool _ownsSkeletonData; spAtlas* _atlas; float* _worldVertices; CCBlendMode* screenMode; spSkeletonClipping* _clipper; } + (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; - (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment; - (CCTexture*) getTextureForMesh:(spMeshAttachment*)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 twoColorTint; @property (nonatomic) bool debugSlots; @property (nonatomic) bool debugBones; @property (nonatomic) bool skipVisibilityCheck; @property (nonatomic) spBone* rootBone; @end