mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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162 lines
5.0 KiB
C++
162 lines
5.0 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_SkeletonBinary_h
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#define Spine_SkeletonBinary_h
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#include <spine/TransformMode.h>
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#include <spine/Vector.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <spine/Color.h>
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namespace spine {
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class SkeletonData;
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class Atlas;
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class AttachmentLoader;
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class LinkedMesh;
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class Skin;
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class Attachment;
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class VertexAttachment;
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class Animation;
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class Timeline;
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class CurveTimeline;
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class CurveTimeline1;
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class CurveTimeline2;
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class SP_API SkeletonBinary : public SpineObject {
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public:
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static const int BONE_ROTATE = 0;
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static const int BONE_TRANSLATE = 1;
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static const int BONE_TRANSLATEX = 2;
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static const int BONE_TRANSLATEY = 3;
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static const int BONE_SCALE = 4;
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static const int BONE_SCALEX = 5;
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static const int BONE_SCALEY = 6;
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static const int BONE_SHEAR = 7;
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static const int BONE_SHEARX = 8;
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static const int BONE_SHEARY = 9;
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static const int SLOT_ATTACHMENT = 0;
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static const int SLOT_RGBA = 1;
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static const int SLOT_RGB = 2;
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static const int SLOT_RGBA2 = 3;
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static const int SLOT_RGB2 = 4;
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static const int SLOT_ALPHA = 5;
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static const int PATH_POSITION = 0;
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static const int PATH_SPACING = 1;
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static const int PATH_MIX = 2;
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static const int CURVE_LINEAR = 0;
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static const int CURVE_STEPPED = 1;
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static const int CURVE_BEZIER = 2;
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explicit SkeletonBinary(Atlas *atlasArray);
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explicit SkeletonBinary(AttachmentLoader *attachmentLoader, bool ownsLoader = false);
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~SkeletonBinary();
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SkeletonData *readSkeletonData(const unsigned char *binary, int length);
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SkeletonData *readSkeletonDataFile(const String &path);
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void setScale(float scale) { _scale = scale; }
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String &getError() { return _error; }
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private:
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struct DataInput : public SpineObject {
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const unsigned char *cursor;
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const unsigned char *end;
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};
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AttachmentLoader *_attachmentLoader;
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Vector<LinkedMesh *> _linkedMeshes;
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String _error;
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float _scale;
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const bool _ownsLoader;
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void setError(const char *value1, const char *value2);
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char *readString(DataInput *input);
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char *readStringRef(DataInput *input, SkeletonData *skeletonData);
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float readFloat(DataInput *input);
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unsigned char readByte(DataInput *input);
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signed char readSByte(DataInput *input);
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bool readBoolean(DataInput *input);
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int readInt(DataInput *input);
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void readColor(DataInput *input, Color &color);
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int readVarint(DataInput *input, bool optimizePositive);
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Skin *readSkin(DataInput *input, bool defaultSkin, SkeletonData *skeletonData, bool nonessential);
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Attachment *readAttachment(DataInput *input, Skin *skin, int slotIndex, const String &attachmentName,
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SkeletonData *skeletonData, bool nonessential);
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void readVertices(DataInput *input, VertexAttachment *attachment, int vertexCount);
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void readFloatArray(DataInput *input, int n, float scale, Vector<float> &array);
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void readShortArray(DataInput *input, Vector<unsigned short> &array);
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Animation *readAnimation(const String &name, DataInput *input, SkeletonData *skeletonData);
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void
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setBezier(DataInput *input, CurveTimeline *timeline, int bezier, int frame, int value, float time1, float time2,
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float value1, float value2, float scale);
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Timeline *readTimeline(DataInput *input, CurveTimeline1 *timeline, float scale);
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Timeline *readTimeline2(DataInput *input, CurveTimeline2 *timeline, float scale);
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};
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}
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#endif /* Spine_SkeletonBinary_h */
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