Mario Zechner cc4f11fded [cpp] Simplify directory structure, add DebugPrinter program
- spine-cpp/spine-cpp was moved into spine-cpp directory, so spine-cpp/spine-cpp/src -> spine-cpp/src, spine-cpp/spine-cpp/include -> spine-cpp/include
- Added scaffold for DebugPrinter to be used by runtime comparison tests
- Added build.sh
2025-07-11 11:00:44 +02:00

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
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* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
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*
* 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
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#ifndef Spine_Bone_h
#define Spine_Bone_h
#include <spine/Posed.h>
#include <spine/PosedActive.h>
#include <spine/BoneData.h>
#include <spine/BoneLocal.h>
#include <spine/BonePose.h>
#include <spine/Array.h>
namespace spine {
/// The current pose for a bone, before constraints are applied.
///
/// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
/// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
/// constraint or application code modifies the world transform after it was computed from the local transform.
class SP_API Bone : public PosedGeneric<BoneData, BoneLocal, BonePose>, public PosedActive, public Update {
friend class AnimationState;
friend class RotateTimeline;
friend class IkConstraint;
friend class TransformConstraint;
friend class VertexAttachment;
friend class PathConstraint;
friend class PhysicsConstraint;
friend class Skeleton;
friend class Slider;
friend class RegionAttachment;
friend class PointAttachment;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class ScaleTimeline;
friend class ScaleXTimeline;
friend class ScaleYTimeline;
friend class ShearTimeline;
friend class ShearXTimeline;
friend class ShearYTimeline;
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class InheritTimeline;
RTTI_DECL
public:
/// @param parent May be NULL.
Bone(BoneData& data, Bone* parent);
/// Copy constructor. Does not copy the children bones.
Bone(Bone& bone, Bone* parent);
/// The parent bone, or null if this is the root bone.
Bone* getParent();
/// The immediate children of this bone.
Array<Bone*>& getChildren();
static bool isYDown() { return yDown; }
static void setYDown(bool value) { yDown = value; }
virtual void update(Skeleton& skeleton, Physics physics) override {
// No-op, need to extend Update so we can stuff Bone into Skeleton.updateCache temporarily.
// See Skeleton::updateCache().
}
private:
static bool yDown;
Bone* const _parent;
Array<Bone*> _children;
bool _sorted;
};
}
#endif /* Spine_Bone_h */