// // 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. // // AUTO GENERATED FILE, DO NOT EDIT. import Foundation import SpineC /// Skeleton wrapper @objc(SpineSkeleton) @objcMembers public class Skeleton: NSObject { public let _ptr: UnsafeMutableRawPointer public init(fromPointer ptr: spine_skeleton) { self._ptr = UnsafeMutableRawPointer(ptr) super.init() } public convenience init(_ skeletonData: SkeletonData) { let ptr = spine_skeleton_create(skeletonData._ptr.assumingMemoryBound(to: spine_skeleton_data_wrapper.self)) self.init(fromPointer: ptr!) } public var data: SkeletonData { let result = spine_skeleton_get_data(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return SkeletonData(fromPointer: result!) } public var bones: ArrayBone { let result = spine_skeleton_get_bones(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return ArrayBone(fromPointer: result!) } public var updateCacheList: ArrayUpdate { let result = spine_skeleton_get_update_cache(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return ArrayUpdate(fromPointer: result!) } public var rootBone: Bone? { let result = spine_skeleton_get_root_bone(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result.map { Bone(fromPointer: $0) } } public var slots: ArraySlot { let result = spine_skeleton_get_slots(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return ArraySlot(fromPointer: result!) } public var drawOrder: ArraySlot { let result = spine_skeleton_get_draw_order(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return ArraySlot(fromPointer: result!) } public var skin: Skin? { let result = spine_skeleton_get_skin(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result.map { Skin(fromPointer: $0) } } public var constraints: ArrayConstraint { let result = spine_skeleton_get_constraints(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return ArrayConstraint(fromPointer: result!) } public var physicsConstraints: ArrayPhysicsConstraint { let result = spine_skeleton_get_physics_constraints(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return ArrayPhysicsConstraint(fromPointer: result!) } public var color: Color { let result = spine_skeleton_get_color(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return Color(fromPointer: result!) } public var scaleX: Float { get { let result = spine_skeleton_get_scale_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_scale_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var scaleY: Float { get { let result = spine_skeleton_get_scale_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_scale_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var x: Float { get { let result = spine_skeleton_get_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var y: Float { get { let result = spine_skeleton_get_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var windX: Float { get { let result = spine_skeleton_get_wind_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_wind_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var windY: Float { get { let result = spine_skeleton_get_wind_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_wind_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var gravityX: Float { get { let result = spine_skeleton_get_gravity_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_gravity_x(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var gravityY: Float { get { let result = spine_skeleton_get_gravity_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_gravity_y(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var time: Float { get { let result = spine_skeleton_get_time(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return result } set { spine_skeleton_set_time(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue) } } public var setColor: Color { get { fatalError("Setter-only property") } set(newValue) { spine_skeleton_set_color_1( _ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newValue._ptr.assumingMemoryBound(to: spine_color_wrapper.self)) } } /// Caches information about bones and constraints. Must be called if bones, constraints or /// weighted path attachments are added or removed. public func updateCache() { spine_skeleton_update_cache(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) } public func printUpdateCache() { spine_skeleton_print_update_cache(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) } public func constrained(_ object: Posed) { spine_skeleton_constrained( _ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), object._ptr.assumingMemoryBound(to: spine_posed_wrapper.self)) } public func sortBone(_ bone: Bone?) { spine_skeleton_sort_bone( _ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), bone?._ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) } public static func sortReset(_ bones: ArrayBone) { spine_skeleton_sort_reset(bones._ptr.assumingMemoryBound(to: spine_array_bone_wrapper.self)) } /// Updates the world transform for each bone and applies all constraints. /// /// See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) /// in the Spine Runtimes Guide. public func updateWorldTransform(_ physics: Physics) { spine_skeleton_update_world_transform( _ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), spine_physics(rawValue: UInt32(physics.rawValue))) } /// Sets the bones, constraints, and slots to their setup pose values. public func setupPose() { spine_skeleton_setup_pose(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) } /// Sets the bones and constraints to their setup pose values. public func setupPoseBones() { spine_skeleton_setup_pose_bones(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) } public func setupPoseSlots() { spine_skeleton_setup_pose_slots(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) } /// - Returns: May be NULL. public func findBone(_ boneName: String) -> Bone? { let result = spine_skeleton_find_bone(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), boneName) return result.map { Bone(fromPointer: $0) } } /// - Returns: May be NULL. public func findSlot(_ slotName: String) -> Slot? { let result = spine_skeleton_find_slot(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), slotName) return result.map { Slot(fromPointer: $0) } } /// - Parameter attachmentName: May be empty. public func setAttachment(_ slotName: String, _ attachmentName: String) { spine_skeleton_set_attachment(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), slotName, attachmentName) } public func setScale(_ scaleX: Float, _ scaleY: Float) { spine_skeleton_set_scale(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), scaleX, scaleY) } public func setPosition(_ x: Float, _ y: Float) { spine_skeleton_set_position(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), x, y) } /// Rotates the physics constraint so next { public func physicsTranslate(_ x: Float, _ y: Float) { spine_skeleton_physics_translate(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), x, y) } /// Calls { public func physicsRotate(_ x: Float, _ y: Float, _ degrees: Float) { spine_skeleton_physics_rotate(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), x, y, degrees) } public func update(_ delta: Float) { spine_skeleton_update(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), delta) } /// Sets a skin by name (see setSkin). public func setSkin(_ skinName: String) { spine_skeleton_set_skin_1(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), skinName) } /// 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. After changing the skin, the visible attachments can be reset to those /// attached in the setup pose by calling See Skeleton::setSlotsToSetupPose() Also, often /// AnimationState::apply(Skeleton & ) is called before the next time the skeleton is rendered /// to allow any attachment keys in the current animation(s) to hide or show attachments from /// the new skin. /// /// - Parameter newSkin: May be NULL. public func setSkin2(_ newSkin: Skin?) { spine_skeleton_set_skin_2( _ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), newSkin?._ptr.assumingMemoryBound(to: spine_skin_wrapper.self)) } /// - Returns: May be NULL. public func getAttachment(_ slotName: String, _ attachmentName: String) -> Attachment? { let result = spine_skeleton_get_attachment_1(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), slotName, attachmentName) guard let ptr = result else { return nil } let rtti = spine_attachment_get_rtti(ptr) let rttiClassName = String(cString: spine_rtti_get_class_name(rtti)!) switch rttiClassName { case "BoundingBoxAttachment": let castedPtr = spine_attachment_cast_to_bounding_box_attachment(ptr) return BoundingBoxAttachment(fromPointer: castedPtr!) case "ClippingAttachment": let castedPtr = spine_attachment_cast_to_clipping_attachment(ptr) return ClippingAttachment(fromPointer: castedPtr!) case "MeshAttachment": let castedPtr = spine_attachment_cast_to_mesh_attachment(ptr) return MeshAttachment(fromPointer: castedPtr!) case "PathAttachment": let castedPtr = spine_attachment_cast_to_path_attachment(ptr) return PathAttachment(fromPointer: castedPtr!) case "PointAttachment": let castedPtr = spine_attachment_cast_to_point_attachment(ptr) return PointAttachment(fromPointer: castedPtr!) case "RegionAttachment": let castedPtr = spine_attachment_cast_to_region_attachment(ptr) return RegionAttachment(fromPointer: castedPtr!) default: fatalError("Unknown concrete type: \(rttiClassName) for abstract class Attachment") } } /// - Returns: May be NULL. public func getAttachment2(_ slotIndex: Int32, _ attachmentName: String) -> Attachment? { let result = spine_skeleton_get_attachment_2(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), slotIndex, attachmentName) guard let ptr = result else { return nil } let rtti = spine_attachment_get_rtti(ptr) let rttiClassName = String(cString: spine_rtti_get_class_name(rtti)!) switch rttiClassName { case "BoundingBoxAttachment": let castedPtr = spine_attachment_cast_to_bounding_box_attachment(ptr) return BoundingBoxAttachment(fromPointer: castedPtr!) case "ClippingAttachment": let castedPtr = spine_attachment_cast_to_clipping_attachment(ptr) return ClippingAttachment(fromPointer: castedPtr!) case "MeshAttachment": let castedPtr = spine_attachment_cast_to_mesh_attachment(ptr) return MeshAttachment(fromPointer: castedPtr!) case "PathAttachment": let castedPtr = spine_attachment_cast_to_path_attachment(ptr) return PathAttachment(fromPointer: castedPtr!) case "PointAttachment": let castedPtr = spine_attachment_cast_to_point_attachment(ptr) return PointAttachment(fromPointer: castedPtr!) case "RegionAttachment": let castedPtr = spine_attachment_cast_to_region_attachment(ptr) return RegionAttachment(fromPointer: castedPtr!) default: fatalError("Unknown concrete type: \(rttiClassName) for abstract class Attachment") } } public func setColor2(_ r: Float, _ g: Float, _ b: Float, _ a: Float) { spine_skeleton_set_color_2(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), r, g, b, a) } public func dispose() { spine_skeleton_dispose(_ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) } }