88 lines
3.5 KiB
Haxe

/******************************************************************************
* 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.
*****************************************************************************/
package spine;
/** Stores the setup pose for a spine.Slot. */
class SlotData {
private var _index:Int;
private var _name:String;
private var _boneData:BoneData;
/** The color used to tint the slot's attachment. If SlotData.darkColor is set, this is used as the light color for two
* color tinting. */
public var color:Color = new Color(1, 1, 1, 1);
/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
* color's alpha is not used. */
public var darkColor:Color = null;
/** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */
public var attachmentName:String;
/** The blend mode for drawing the slot's attachment. */
public var blendMode:BlendMode = BlendMode.normal;
/** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
public var visible:Bool = true;
public function new(index:Int, name:String, boneData:BoneData) {
if (index < 0)
throw new SpineException("index must be >= 0.");
if (name == null)
throw new SpineException("name cannot be null.");
if (boneData == null)
throw new SpineException("boneData cannot be null.");
_index = index;
_name = name;
_boneData = boneData;
}
/** The index of the slot in spine.Skeleton.getSlots(). */
public var index(get, never):Int;
private function get_index():Int {
return _index;
}
/** The name of the slot, which is unique across all slots in the skeleton. */
public var name(get, never):String;
private function get_name():String {
return _name;
}
/** The bone this slot belongs to. */
public var boneData(get, never):BoneData;
private function get_boneData():BoneData {
return _boneData;
}
public function toString():String {
return _name;
}
}