spine-runtimes/spine-lua/SkeletonData.lua
NathanSweet c0fdc454a2 Fixed inconsistent newlines.
License header was followed by \n\n and files ended with \n. Changed to \r\n.
2016-10-15 23:45:16 +02:00

143 lines
4.9 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes 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, 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local setmetatable = setmetatable
local SkeletonData = {}
SkeletonData.__index = SkeletonData
function SkeletonData.new ()
local self = {
name,
bones = {},
slots = {},
skins = {},
defaultSkin = nil,
events = {},
animations = {},
ikConstraints = {},
transformConstraints = {},
pathConstraints = {},
width, height,
version, hash, imagesPath,
slotNameIndices = {}
}
setmetatable(self, SkeletonData)
return self
end
function SkeletonData:findBone (boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for i,bone in ipairs(self.bones) do
if bone.name == boneName then return bone end
end
return nil
end
function SkeletonData:findBoneIndex (boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for i,bone in ipairs(self.bones) do
if bone.name == boneName then return i end
end
return -1
end
function SkeletonData:findSlot (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
for i,slot in ipairs(self.slots) do
if slot.name == slotName then return slot end
end
return nil
end
function SkeletonData:findSlotIndex (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
return self.slotNameIndices[slotName] or -1
end
function SkeletonData:findSkin (skinName)
if not skinName then error("skinName cannot be nil.", 2) end
for i,skin in ipairs(self.skins) do
if skin.name == skinName then return skin end
end
return nil
end
function SkeletonData:findEvent (eventName)
if not eventName then error("eventName cannot be nil.", 2) end
for i,event in ipairs(self.events) do
if event.name == eventName then return event end
end
return nil
end
function SkeletonData:findAnimation (animationName)
if not animationName then error("animationName cannot be nil.", 2) end
for i,animation in ipairs(self.animations) do
if animation.name == animationName then return animation end
end
return nil
end
function SkeletonData:findIkConstraint (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.ikConstraints) do
if constraint.name == constraintName then return constraint end
end
return nil
end
function SkeletonData:findTransformConstraint (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.transformConstraints) do
if constraint.name == constraintName then return constraint end
end
return nil
end
function SkeletonData:findPathConstraint (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.pathConstraints) do
if constraint.name == constraintName then return constraint end
end
return nil
end
function SkeletonData:findPathConstraintIndex (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.pathConstraints) do
if constraint.name == constraintName then return i end
end
return -1
end
return SkeletonData