81 lines
2.8 KiB
C++

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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_BASESKELETON_H_
#define SPINE_BASESKELETON_H_
#include <string>
#include <vector>
namespace spine {
class Skin;
class SkeletonData;
class Slot;
class Bone;
class Attachment;
class BaseSkeleton {
public:
SkeletonData *data;
std::vector<Bone*> bones;
std::vector<Slot*> slots;
std::vector<Slot*> drawOrder;
Skin *skin;
float r, g, b, a;
float time;
bool flipX, flipY;
/** The BaseSkeleton owns the SkeletonData. */
BaseSkeleton (SkeletonData *data);
virtual ~BaseSkeleton ();
void updateWorldTransform ();
void setToBindPose ();
void setBonesToBindPose ();
void setSlotsToBindPose ();
Bone *getRootBone () const;
Bone* findBone (const std::string &boneName) const;
int findBoneIndex (const std::string &boneName) const;
Slot* findSlot (const std::string &slotName) const;
int findSlotIndex (const std::string &slotName) const;
void setSkin (const std::string &skinName);
/** @param skin May be null. */
void setSkin (Skin *skin);
Attachment* getAttachment (const std::string &slotName, const std::string &attachmentName) const;
Attachment* getAttachment (int slotIndex, const std::string &attachmentName) const;
void setAttachment (const std::string &slotName, const std::string &attachmentName);
void update (float deltaTime);
};
} /* namespace spine */
#endif /* SPINE_BASESKELETON_H_ */