spine-runtimes/spine-lua/SkeletonData.lua
NathanSweet 26e4fb0d74 License header update.
2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00

98 lines
3.4 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License
-- Version 2.1
--
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable and
-- non-transferable license to install, execute and perform the Spine Runtimes
-- Software (the "Software") solely for internal use. Without the written
-- permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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 = {
bones = {},
slots = {},
slotNameIndices = {},
skins = {},
events = {},
animations = {}
}
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
return self
end
return SkeletonData