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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_SkeletonBinary_h
#define Spine_SkeletonBinary_h
#include <spine/TransformMode.h>
#include <spine/Vector.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Color.h>
namespace spine {
class SkeletonData;
class Atlas;
class AttachmentLoader;
class LinkedMesh;
class Skin;
class Attachment;
class VertexAttachment;
class Animation;
class Timeline;
class CurveTimeline;
class CurveTimeline1;
class CurveTimeline2;
class SP_API SkeletonBinary : public SpineObject {
public:
static const int BONE_ROTATE = 0;
static const int BONE_TRANSLATE = 1;
static const int BONE_TRANSLATEX = 2;
static const int BONE_TRANSLATEY = 3;
static const int BONE_SCALE = 4;
static const int BONE_SCALEX = 5;
static const int BONE_SCALEY = 6;
static const int BONE_SHEAR = 7;
static const int BONE_SHEARX = 8;
static const int BONE_SHEARY = 9;
static const int SLOT_ATTACHMENT = 0;
static const int SLOT_RGBA = 1;
static const int SLOT_RGB = 2;
static const int SLOT_RGBA2 = 3;
static const int SLOT_RGB2 = 4;
static const int SLOT_ALPHA = 5;
static const int PATH_POSITION = 0;
static const int PATH_SPACING = 1;
static const int PATH_MIX = 2;
static const int CURVE_LINEAR = 0;
static const int CURVE_STEPPED = 1;
static const int CURVE_BEZIER = 2;
explicit SkeletonBinary(Atlas *atlasArray);
explicit SkeletonBinary(AttachmentLoader *attachmentLoader, bool ownsLoader = false);
~SkeletonBinary();
SkeletonData *readSkeletonData(const unsigned char *binary, int length);
SkeletonData *readSkeletonDataFile(const String &path);
void setScale(float scale) { _scale = scale; }
String &getError() { return _error; }
private:
struct DataInput : public SpineObject {
const unsigned char *cursor;
const unsigned char *end;
};
AttachmentLoader *_attachmentLoader;
Vector<LinkedMesh *> _linkedMeshes;
String _error;
float _scale;
const bool _ownsLoader;
void setError(const char *value1, const char *value2);
char *readString(DataInput *input);
char *readStringRef(DataInput *input, SkeletonData *skeletonData);
float readFloat(DataInput *input);
unsigned char readByte(DataInput *input);
signed char readSByte(DataInput *input);
bool readBoolean(DataInput *input);
int readInt(DataInput *input);
void readColor(DataInput *input, Color &color);
int readVarint(DataInput *input, bool optimizePositive);
Skin *readSkin(DataInput *input, bool defaultSkin, SkeletonData *skeletonData, bool nonessential);
Attachment *readAttachment(DataInput *input, Skin *skin, int slotIndex, const String &attachmentName,
SkeletonData *skeletonData, bool nonessential);
void readVertices(DataInput *input, VertexAttachment *attachment, int vertexCount);
void readFloatArray(DataInput *input, int n, float scale, Vector<float> &array);
void readShortArray(DataInput *input, Vector<unsigned short> &array);
Animation *readAnimation(const String &name, DataInput *input, SkeletonData *skeletonData);
void
setBezier(DataInput *input, CurveTimeline *timeline, int bezier, int frame, int value, float time1, float time2,
float value1, float value2, float scale);
Timeline *readTimeline(DataInput *input, CurveTimeline1 *timeline, float scale);
Timeline *readTimeline2(DataInput *input, CurveTimeline2 *timeline, float scale);
};
}
#endif /* Spine_SkeletonBinary_h */