94 lines
4.1 KiB
Objective-C

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), 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 SOFTWARE 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.
*****************************************************************************/
#import <spine/spine.h>
#import "cocos2d.h"
@class spPolygonBatch;
/** Draws a skeleton. */
@interface SkeletonRenderer : CCNodeRGBA<CCBlendProtocol> {
spSkeleton* _skeleton;
spBone* _rootBone;
bool _debugSlots;
bool _debugBones;
bool _premultipliedAlpha;
ccBlendFunc _blendFunc;
bool _ownsSkeletonData;
spAtlas* _atlas;
spPolygonBatch* batch;
float* worldVertices;
}
+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
- (CCTexture2D*) getTextureForRegion:(spRegionAttachment*)attachment;
- (CCTexture2D*) getTextureForMesh:(spMeshAttachment*)attachment;
- (CCTexture2D*) getTextureForWeightedMesh:(spWeightedMeshAttachment*)attachment;
// --- Convenience methods for common Skeleton_* functions.
- (void) updateWorldTransform;
- (void) setToSetupPose;
- (void) setBonesToSetupPose;
- (void) setSlotsToSetupPose;
/* Returns 0 if the bone was not found. */
- (spBone*) findBone:(NSString*)boneName;
/* Returns 0 if the slot was not found. */
- (spSlot*) findSlot:(NSString*)slotName;
/* Sets the skin used to look up attachments not found 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. Returns false if the skin was not found.
* @param skin May be 0.*/
- (bool) setSkin:(NSString*)skinName;
/* Returns 0 if the slot or attachment was not found. */
- (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
/* Returns false if the slot or attachment was not found. */
- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
@property (nonatomic, readonly) spSkeleton* skeleton;
@property (nonatomic) bool debugSlots;
@property (nonatomic) bool debugBones;
@property (nonatomic) spBone* rootBone;
@end