2019-05-02 11:38:19 +02:00

174 lines
7.1 KiB
C

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef SPINE_SKELETON_H_
#define SPINE_SKELETON_H_
#include <spine/dll.h>
#include <spine/SkeletonData.h>
#include <spine/Slot.h>
#include <spine/Skin.h>
#include <spine/IkConstraint.h>
#include <spine/TransformConstraint.h>
#include <spine/PathConstraint.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct spSkeleton {
spSkeletonData* const data;
int bonesCount;
spBone** bones;
spBone* const root;
int slotsCount;
spSlot** slots;
spSlot** drawOrder;
int ikConstraintsCount;
spIkConstraint** ikConstraints;
int transformConstraintsCount;
spTransformConstraint** transformConstraints;
int pathConstraintsCount;
spPathConstraint** pathConstraints;
spSkin* const skin;
spColor color;
float time;
float scaleX, scaleY;
float x, y;
#ifdef __cplusplus
spSkeleton() :
data(0),
bonesCount(0),
bones(0),
root(0),
slotsCount(0),
slots(0),
drawOrder(0),
ikConstraintsCount(0),
ikConstraints(0),
transformConstraintsCount(0),
transformConstraints(0),
skin(0),
color(),
time(0),
scaleX(1),
scaleY(1),
x(0), y(0) {
}
#endif
} spSkeleton;
SP_API spSkeleton* spSkeleton_create (spSkeletonData* data);
SP_API void spSkeleton_dispose (spSkeleton* self);
/* Caches information about bones and constraints. Must be called if bones or constraints, or weighted path attachments
* are added or removed. */
SP_API void spSkeleton_updateCache (spSkeleton* self);
SP_API void spSkeleton_updateWorldTransform (const spSkeleton* self);
/* Sets the bones, constraints, and slots to their setup pose values. */
SP_API void spSkeleton_setToSetupPose (const spSkeleton* self);
/* Sets the bones and constraints to their setup pose values. */
SP_API void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
SP_API void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
/* Returns 0 if the bone was not found. */
SP_API spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
/* Returns -1 if the bone was not found. */
SP_API int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
/* Returns 0 if the slot was not found. */
SP_API spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
/* Returns -1 if the slot was not found. */
SP_API int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
/* Sets the skin used to look up attachments before looking in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
* attachment is attached from the new skin.
* @param skin May be 0.*/
SP_API void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
* @param skinName May be 0. */
SP_API int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
SP_API spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found. */
SP_API spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
/* Returns 0 if the slot or attachment was not found.
* @param attachmentName May be 0. */
SP_API int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
/* Returns 0 if the IK constraint was not found. */
SP_API spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* constraintName);
/* Returns 0 if the transform constraint was not found. */
SP_API spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName);
/* Returns 0 if the path constraint was not found. */
SP_API spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName);
SP_API void spSkeleton_update (spSkeleton* self, float deltaTime);
#ifdef SPINE_SHORT_NAMES
typedef spSkeleton Skeleton;
#define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
#define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
#define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
#define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
#define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
#define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
#define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
#define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
#define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
#define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
#define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
#define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
#define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
#define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
#define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
#define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
#endif
#ifdef __cplusplus
}
#endif
#endif /* SPINE_SKELETON_H_*/