spine-runtimes/spine-lua/SkeletonData.lua
NathanSweet 27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00

111 lines
3.8 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License
-- Version 2.3
--
-- Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
-- Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
-- OR BUSINESS INTERRUPTION) 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.
-------------------------------------------------------------------------------
local SkeletonData = {}
function SkeletonData.new ()
local self = {
version = 0, hash = 0,
width = 0, height = 0,
bones = {},
slots = {},
slotNameIndices = {},
skins = {},
events = {},
animations = {},
ikConstraints = {},
defaultSkin = nil
}
function self:findBone (boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for i,bone in ipairs(self.bones) do
if bone.name == boneName then return bone end
end
return nil
end
function self:findBoneIndex (boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for i,bone in ipairs(self.bones) do
if bone.name == boneName then return i end
end
return -1
end
function self:findSlot (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
for i,slot in ipairs(self.slots) do
if slot.name == slotName then return slot end
end
return nil
end
function self:findSlotIndex (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
return self.slotNameIndices[slotName] or -1
end
function self:findSkin (skinName)
if not skinName then error("skinName cannot be nil.", 2) end
for i,skin in ipairs(self.skins) do
if skin.name == skinName then return skin end
end
return nil
end
function self:findEvent (eventName)
if not eventName then error("eventName cannot be nil.", 2) end
for i,event in ipairs(self.events) do
if event.name == eventName then return event end
end
return nil
end
function self:findAnimation (animationName)
if not animationName then error("animationName cannot be nil.", 2) end
for i,animation in ipairs(self.animations) do
if animation.name == animationName then return animation end
end
return nil
end
function self:findIkConstraint (ikConstraintName)
if not ikConstraintName then error("ikConstraintName cannot be nil.", 2) end
for i,ikConstraint in ipairs(self.ikConstraints) do
if ikConstraint.name == ikConstraintName then return ikConstraint end
end
return nil
end
return self
end
return SkeletonData