mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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150 lines
5.0 KiB
C++
150 lines
5.0 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Skin_h
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#define Spine_Skin_h
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#include <spine/Vector.h>
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#include <spine/SpineString.h>
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namespace spine {
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class Attachment;
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class Skeleton;
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/// Stores attachments by slot index and attachment name.
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/// See SkeletonData::getDefaultSkin, Skeleton::getSkin, and
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/// http://esotericsoftware.com/spine-runtime-skins in the Spine Runtimes Guide.
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class SP_API Skin : public SpineObject {
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friend class Skeleton;
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public:
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class SP_API AttachmentMap : public SpineObject {
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friend class Skin;
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public:
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struct SP_API Entry {
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size_t _slotIndex;
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String _name;
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Attachment *_attachment;
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Entry(size_t slotIndex, const String &name, Attachment *attachment) :
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_slotIndex(slotIndex),
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_name(name),
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_attachment(attachment) {
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}
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};
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class SP_API Entries {
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friend class AttachmentMap;
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public:
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bool hasNext() {
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while(true) {
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if (_slotIndex >= _buckets.size()) return false;
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if (_bucketIndex >= _buckets[_slotIndex].size()) {
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_bucketIndex = 0;
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++_slotIndex;
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continue;
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};
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return true;
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}
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}
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Entry &next() {
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Entry &result = _buckets[_slotIndex][_bucketIndex];
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++_bucketIndex;
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return result;
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}
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protected:
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Entries(Vector< Vector<Entry> > &buckets) : _buckets(buckets), _slotIndex(0), _bucketIndex(0) {
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}
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private:
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Vector< Vector<Entry> > &_buckets;
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size_t _slotIndex;
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size_t _bucketIndex;
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};
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void put(size_t slotIndex, const String &attachmentName, Attachment *attachment);
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Attachment *get(size_t slotIndex, const String &attachmentName);
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void remove(size_t slotIndex, const String &attachmentName);
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Entries getEntries();
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protected:
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AttachmentMap();
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private:
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int findInBucket(Vector <Entry> &, const String &attachmentName);
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Vector <Vector<Entry> > _buckets;
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};
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explicit Skin(const String &name);
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~Skin();
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/// Adds an attachment to the skin for the specified slot index and name.
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/// If the name already exists for the slot, the previous value is replaced.
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void addAttachment(size_t slotIndex, const String &name, Attachment *attachment);
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/// Returns the attachment for the specified slot index and name, or NULL.
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Attachment *getAttachment(size_t slotIndex, const String &name);
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/// Finds the skin keys for a given slot. The results are added to the passed array of names.
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/// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
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/// @param names Found skin key names will be added to this array.
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void findNamesForSlot(size_t slotIndex, Vector <String> &names);
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/// Finds the attachments for a given slot. The results are added to the passed array of Attachments.
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/// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
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/// @param attachments Found Attachments will be added to this array.
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void findAttachmentsForSlot(size_t slotIndex, Vector<Attachment *> &attachments);
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const String &getName();
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AttachmentMap::Entries getAttachments();
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private:
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const String _name;
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AttachmentMap _attachments;
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/// Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.
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void attachAll(Skeleton &skeleton, Skin &oldSkin);
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};
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}
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#endif /* Spine_Skin_h */
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