NathanSweet 6899b5249c Added AnimationState.
Fixed bug with keeping attachments visisble when setting new skin.
Clean up. Always more clean up can be done, freaking C++...
2013-03-22 14:22:35 +01:00

67 lines
2.7 KiB
C++

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#include <stdexcept>
#include <spine/Attachment.h>
#include <spine/Skin.h>
#include <spine/BaseSkeleton.h>
#include <spine/Slot.h>
namespace spine {
Skin::Skin (const std::string &name) :
name(name) {
}
Skin::~Skin () {
for (std::map<Key, Attachment*>::iterator iter = attachments.begin(); iter != attachments.end(); iter++)
delete iter->second;
}
void Skin::addAttachment (int slotIndex, const std::string &name, Attachment *attachment) {
if (!attachment) throw std::invalid_argument("attachment cannot be null.");
Key key = {slotIndex, name};
attachments[key] = attachment;
}
Attachment* Skin::getAttachment (int slotIndex, const std::string &name) {
Key key = {slotIndex, name};
if (attachments.find(key) != attachments.end()) return attachments[key];
return 0;
}
void Skin::attachAll (BaseSkeleton *skeleton, Skin *oldSkin) {
for (std::map<Key, Attachment*>::iterator iter = oldSkin->attachments.begin(); iter != oldSkin->attachments.end(); iter++) {
const Key key = iter->first;
Slot *slot = skeleton->slots[key.slotIndex];
if (slot->attachment == iter->second) {
Attachment *attachment = getAttachment(key.slotIndex, key.name);
if (attachment) slot->setAttachment(attachment);
}
}
}
} /* namespace spine */