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https://github.com/EsotericSoftware/spine-runtimes.git
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96 lines
4.2 KiB
Objective-C
96 lines
4.2 KiB
Objective-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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#import <spine/spine.h>
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#import "cocos2d.h"
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/** Draws a skeleton. */
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@interface SkeletonRenderer : CCNode<CCBlendProtocol> {
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spSkeleton* _skeleton;
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spBone* _rootBone;
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bool _debugSlots;
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bool _debugBones;
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bool _premultipliedAlpha;
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bool _twoColorTint;
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bool _skipVisibilityCheck;
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ccBlendFunc _blendFunc;
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CCDrawNode* _drawNode;
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bool _ownsSkeletonData;
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spAtlas* _atlas;
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float* _worldVertices;
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CCBlendMode* screenMode;
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spSkeletonClipping* _clipper;
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spVertexEffect* _effect;
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}
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+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
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- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
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- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
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- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
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- (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment;
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- (CCTexture*) getTextureForMesh:(spMeshAttachment*)attachment;
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// --- Convenience methods for common Skeleton_* functions.
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- (void) updateWorldTransform;
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- (void) setToSetupPose;
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- (void) setBonesToSetupPose;
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- (void) setSlotsToSetupPose;
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/* Returns 0 if the bone was not found. */
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- (spBone*) findBone:(NSString*)boneName;
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/* Returns 0 if the slot was not found. */
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- (spSlot*) findSlot:(NSString*)slotName;
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/* Sets the skin used to look up attachments not found 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. Returns false if the skin was not found.
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* @param skin May be 0.*/
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- (bool) setSkin:(NSString*)skinName;
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/* Returns 0 if the slot or attachment was not found. */
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- (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
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/* Returns false if the slot or attachment was not found. */
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- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
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@property (nonatomic, readonly) spSkeleton* skeleton;
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@property (nonatomic) bool twoColorTint;
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@property (nonatomic) bool debugSlots;
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@property (nonatomic) bool debugBones;
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@property (nonatomic) bool skipVisibilityCheck;
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@property (nonatomic) spBone* rootBone;
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@property (nonatomic) spVertexEffect* effect;
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@end
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