mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 10:16:01 +08:00
Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent! Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license. With this fixed, I hope we never need to change the license again!
96 lines
3.3 KiB
Lua
96 lines
3.3 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2
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--
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-- Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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-- Software (the "Software") solely for internal use. Without the written
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-- permission of Esoteric Software, you may not (a) modify, translate, adapt or
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-- otherwise create derivative works, improvements of the Software or develop
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-- new applications using the Software or (b) remove, delete, alter or obscure
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-- any trademarks or any copyright, trademark, patent or other intellectual
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-- property or proprietary rights notices on or in the Software, including
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-- any copy thereof. Redistributions in binary or source code must include
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-- this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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-- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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-- TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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-- PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
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-- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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-- THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local SkeletonData = {}
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function SkeletonData.new ()
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local self = {
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bones = {},
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slots = {},
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slotNameIndices = {},
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skins = {},
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events = {},
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animations = {}
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}
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function self:findBone (boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.name == boneName then return bone end
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end
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return nil
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end
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function self:findBoneIndex (boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.name == boneName then return i end
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end
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return -1
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end
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function self:findSlot (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.name == slotName then return slot end
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end
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return nil
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end
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function self:findSlotIndex (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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return self.slotNameIndices[slotName] or -1
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end
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function self:findSkin (skinName)
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if not skinName then error("skinName cannot be nil.", 2) end
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for i,skin in ipairs(self.skins) do
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if skin.name == skinName then return skin end
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end
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return nil
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end
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function self:findEvent (eventName)
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if not eventName then error("eventName cannot be nil.", 2) end
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for i,event in ipairs(self.events) do
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if event.name == eventName then return event end
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end
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return nil
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end
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function self:findAnimation (animationName)
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if not animationName then error("animationName cannot be nil.", 2) end
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for i,animation in ipairs(self.animations) do
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if animation.name == animationName then return animation end
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end
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return nil
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end
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return self
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end
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return SkeletonData
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