2025-07-15 22:56:12 +02:00

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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_SLOTPOSE_H_
#define SPINE_SLOTPOSE_H_
#include <spine/SpineObject.h>
#include <spine/RTTI.h>
#include <spine/Pose.h>
#include <spine/Color.h>
#include <spine/Array.h>
namespace spine {
class Attachment;
class VertexAttachment;
class SP_API SlotPose : public Pose<SlotPose> {
friend class Slot;
friend class SlotCurveTimeline;
friend class DeformTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class PathConstraint;
friend class SkeletonJson;
friend class SkeletonBinary;
friend class AnimationState;
protected:
Color _color;
Color _darkColor;
bool _hasDarkColor;
Attachment *_attachment;
int _sequenceIndex;
Array<float> _deform;
public:
SlotPose();
virtual ~SlotPose();
virtual void set(SlotPose &pose) override;
/// The color used to tint the slot's attachment. If getDarkColor() is set, this is used as the light color for two
/// color tinting.
Color &getColor();
/// The dark color used to tint the slot's attachment for two color tinting. The dark
/// color's alpha is not used.
Color &getDarkColor();
/// Returns true if this slot has a dark color.
bool hasDarkColor();
void setHasDarkColor(bool hasDarkColor);
/// The current attachment for the slot, or null if the slot has no attachment.
Attachment *getAttachment();
/// Sets the slot's attachment and, if the attachment changed, resets sequenceIndex and clears the deform.
/// The deform is not cleared if the old attachment has the same VertexAttachment::getTimelineAttachment() as the
/// specified attachment.
void setAttachment(Attachment *attachment);
/// The index of the texture region to display when the slot's attachment has a Sequence. -1 represents the
/// Sequence::getSetupIndex().
int getSequenceIndex();
void setSequenceIndex(int sequenceIndex);
/// Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
///
/// See VertexAttachment::computeWorldVertices() and DeformTimeline.
Array<float> &getDeform();
};
}
#endif /* SPINE_SLOTPOSE_H_ */