/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. *****************************************************************************/ #pragma once #include "SpineCommon.h" #include "SpineAttachment.h" class SpineSkeletonDataResource; class SpineSprite; class SpineSkin : public SpineSkeletonDataResourceOwnedObject { GDCLASS(SpineSkin, SpineObjectWrapper) protected: static void _bind_methods(); private: bool owns_skin; public: SpineSkin(); ~SpineSkin() override; Ref init(const String &name, SpineSprite *sprite); void set_attachment(int slot_index, const String &name, Ref attachment); Ref get_attachment(int slot_index, const String &name); void remove_attachment(int slot_index, const String &name); Array find_names_for_slot(int slot_index); Array find_attachments_for_slot(int slot_index); String get_name(); void add_skin(Ref other); void copy_skin(Ref other); Array get_attachments(); Array get_bones(); Array get_constraints(); }; class SpineSkinEntry : public REFCOUNTED { GDCLASS(SpineSkinEntry, REFCOUNTED); friend class SpineSkin; protected: static void _bind_methods(); void init(int _slot_index, const String &_name, Ref _attachment) { this->slot_index = _slot_index; this->name = _name; this->attachment = _attachment; } private: int slot_index; String name; Ref attachment; public: SpineSkinEntry(); int get_slot_index(); const String &get_name(); Ref get_attachment(); };