mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
97 lines
4.4 KiB
Objective-C
97 lines
4.4 KiB
Objective-C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#import <spine/spine.h>
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#import "cocos2d.h"
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/** Draws a skeleton. */
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@interface SkeletonRenderer : CCNode<CCBlendProtocol> {
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spSkeleton* _skeleton;
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spBone* _rootBone;
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bool _debugSlots;
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bool _debugBones;
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bool _premultipliedAlpha;
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bool _twoColorTint;
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bool _skipVisibilityCheck;
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ccBlendFunc _blendFunc;
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CCDrawNode* _drawNode;
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bool _ownsSkeletonData;
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spAtlas* _atlas;
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float* _worldVertices;
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CCBlendMode* screenMode;
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spSkeletonClipping* _clipper;
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spVertexEffect* _effect;
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}
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+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
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- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
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- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
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- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
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- (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment;
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- (CCTexture*) getTextureForMesh:(spMeshAttachment*)attachment;
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// --- Convenience methods for common Skeleton_* functions.
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- (void) updateWorldTransform;
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- (void) setToSetupPose;
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- (void) setBonesToSetupPose;
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- (void) setSlotsToSetupPose;
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/* Returns 0 if the bone was not found. */
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- (spBone*) findBone:(NSString*)boneName;
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/* Returns 0 if the slot was not found. */
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- (spSlot*) findSlot:(NSString*)slotName;
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/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
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* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
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* attachment is attached from the new skin. Returns false if the skin was not found.
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* @param skin May be 0.*/
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- (bool) setSkin:(NSString*)skinName;
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/* Returns 0 if the slot or attachment was not found. */
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- (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
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/* Returns false if the slot or attachment was not found. */
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- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
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@property (nonatomic, readonly) spSkeleton* skeleton;
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@property (nonatomic) bool twoColorTint;
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@property (nonatomic) bool debugSlots;
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@property (nonatomic) bool debugBones;
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@property (nonatomic) bool skipVisibilityCheck;
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@property (nonatomic) spBone* rootBone;
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@property (nonatomic) spVertexEffect* effect;
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@end
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