mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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174 lines
7.1 KiB
C
174 lines
7.1 KiB
C
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_SKELETON_H_
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#define SPINE_SKELETON_H_
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#include <spine/dll.h>
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#include <spine/SkeletonData.h>
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#include <spine/Slot.h>
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#include <spine/Skin.h>
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#include <spine/IkConstraint.h>
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#include <spine/TransformConstraint.h>
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#include <spine/PathConstraint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct spSkeleton {
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spSkeletonData* const data;
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int bonesCount;
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spBone** bones;
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spBone* const root;
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int slotsCount;
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spSlot** slots;
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spSlot** drawOrder;
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int ikConstraintsCount;
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spIkConstraint** ikConstraints;
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int transformConstraintsCount;
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spTransformConstraint** transformConstraints;
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int pathConstraintsCount;
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spPathConstraint** pathConstraints;
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spSkin* const skin;
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spColor color;
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float time;
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float scaleX, scaleY;
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float x, y;
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#ifdef __cplusplus
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spSkeleton() :
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data(0),
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bonesCount(0),
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bones(0),
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root(0),
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slotsCount(0),
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slots(0),
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drawOrder(0),
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ikConstraintsCount(0),
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ikConstraints(0),
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transformConstraintsCount(0),
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transformConstraints(0),
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skin(0),
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color(),
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time(0),
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scaleX(1),
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scaleY(1),
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x(0), y(0) {
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}
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#endif
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} spSkeleton;
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SP_API spSkeleton* spSkeleton_create (spSkeletonData* data);
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SP_API void spSkeleton_dispose (spSkeleton* self);
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/* Caches information about bones and constraints. Must be called if bones or constraints, or weighted path attachments
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* are added or removed. */
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SP_API void spSkeleton_updateCache (spSkeleton* self);
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SP_API void spSkeleton_updateWorldTransform (const spSkeleton* self);
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/* Sets the bones, constraints, and slots to their setup pose values. */
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SP_API void spSkeleton_setToSetupPose (const spSkeleton* self);
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/* Sets the bones and constraints to their setup pose values. */
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SP_API void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
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SP_API void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
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/* Returns 0 if the bone was not found. */
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SP_API spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
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/* Returns -1 if the bone was not found. */
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SP_API int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
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/* Returns 0 if the slot was not found. */
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SP_API spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
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/* Returns -1 if the slot was not found. */
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SP_API int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
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/* Sets the skin used to look up attachments before looking 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.
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* @param skin May be 0.*/
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SP_API void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
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/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
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* @param skinName May be 0. */
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SP_API int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
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/* Returns 0 if the slot or attachment was not found. */
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SP_API spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found. */
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SP_API spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
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/* Returns 0 if the slot or attachment was not found.
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* @param attachmentName May be 0. */
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SP_API int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
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/* Returns 0 if the IK constraint was not found. */
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SP_API spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* constraintName);
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/* Returns 0 if the transform constraint was not found. */
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SP_API spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName);
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/* Returns 0 if the path constraint was not found. */
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SP_API spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName);
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SP_API void spSkeleton_update (spSkeleton* self, float deltaTime);
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#ifdef SPINE_SHORT_NAMES
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typedef spSkeleton Skeleton;
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#define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
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#define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
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#define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
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#define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
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#define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
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#define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
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#define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
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#define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
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#define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
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#define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
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#define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
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#define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
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#define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
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#define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
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#define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
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#define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /* SPINE_SKELETON_H_*/
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