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5.0 KiB
C++

/******************************************************************************
* 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.
*****************************************************************************/
#ifndef Spine_Skin_h
#define Spine_Skin_h
#include <spine/Vector.h>
#include <spine/SpineString.h>
namespace spine {
class Attachment;
class Skeleton;
/// Stores attachments by slot index and attachment name.
/// See SkeletonData::getDefaultSkin, Skeleton::getSkin, and
/// http://esotericsoftware.com/spine-runtime-skins in the Spine Runtimes Guide.
class SP_API Skin : public SpineObject {
friend class Skeleton;
public:
class SP_API AttachmentMap : public SpineObject {
friend class Skin;
public:
struct SP_API Entry {
size_t _slotIndex;
String _name;
Attachment *_attachment;
Entry(size_t slotIndex, const String &name, Attachment *attachment) :
_slotIndex(slotIndex),
_name(name),
_attachment(attachment) {
}
};
class SP_API Entries {
friend class AttachmentMap;
public:
bool hasNext() {
while(true) {
if (_slotIndex >= _buckets.size()) return false;
if (_bucketIndex >= _buckets[_slotIndex].size()) {
_bucketIndex = 0;
++_slotIndex;
continue;
};
return true;
}
}
Entry &next() {
Entry &result = _buckets[_slotIndex][_bucketIndex];
++_bucketIndex;
return result;
}
protected:
Entries(Vector< Vector<Entry> > &buckets) : _buckets(buckets), _slotIndex(0), _bucketIndex(0) {
}
private:
Vector< Vector<Entry> > &_buckets;
size_t _slotIndex;
size_t _bucketIndex;
};
void put(size_t slotIndex, const String &attachmentName, Attachment *attachment);
Attachment *get(size_t slotIndex, const String &attachmentName);
void remove(size_t slotIndex, const String &attachmentName);
Entries getEntries();
protected:
AttachmentMap();
private:
int findInBucket(Vector <Entry> &, const String &attachmentName);
Vector <Vector<Entry> > _buckets;
};
explicit Skin(const String &name);
~Skin();
/// Adds an attachment to the skin for the specified slot index and name.
/// If the name already exists for the slot, the previous value is replaced.
void addAttachment(size_t slotIndex, const String &name, Attachment *attachment);
/// Returns the attachment for the specified slot index and name, or NULL.
Attachment *getAttachment(size_t slotIndex, const String &name);
/// Finds the skin keys for a given slot. The results are added to the passed array of names.
/// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
/// @param names Found skin key names will be added to this array.
void findNamesForSlot(size_t slotIndex, Vector <String> &names);
/// Finds the attachments for a given slot. The results are added to the passed array of Attachments.
/// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
/// @param attachments Found Attachments will be added to this array.
void findAttachmentsForSlot(size_t slotIndex, Vector<Attachment *> &attachments);
const String &getName();
AttachmentMap::Entries getAttachments();
private:
const String _name;
AttachmentMap _attachments;
/// Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.
void attachAll(Skeleton &skeleton, Skin &oldSkin);
};
}
#endif /* Spine_Skin_h */