mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Changed from New BSD to a custom license. The new license requires a Spine license to use the code. If you have a valid Spine license, you can do whatever you like with the code. This should not be a problem for anyone using the runtimes with Spine, nothing changes. If using the runtimes without a Spine license, you now need a Spine license. This is because the runtimes were created explicitly to be used with Spine.
211 lines
6.5 KiB
C
211 lines
6.5 KiB
C
/******************************************************************************
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* Spine Runtime Software License - Version 1.0
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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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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Single User License or Spine Professional License must be
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* purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/Skeleton.h>
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#include <string.h>
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#include <spine/extension.h>
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Skeleton* Skeleton_create (SkeletonData* data) {
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int i, ii;
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Skeleton* self = NEW(Skeleton);
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CONST_CAST(SkeletonData*, self->data) = data;
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self->boneCount = self->data->boneCount;
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self->bones = MALLOC(Bone*, self->boneCount);
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for (i = 0; i < self->boneCount; ++i) {
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BoneData* boneData = self->data->bones[i];
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Bone* parent = 0;
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if (boneData->parent) {
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/* Find parent bone. */
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for (ii = 0; ii < self->boneCount; ++ii) {
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if (data->bones[ii] == boneData->parent) {
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parent = self->bones[ii];
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break;
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}
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}
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}
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self->bones[i] = Bone_create(boneData, parent);
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}
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CONST_CAST(Bone*, self->root) = self->bones[0];
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self->slotCount = data->slotCount;
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self->slots = MALLOC(Slot*, self->slotCount);
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for (i = 0; i < self->slotCount; ++i) {
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SlotData *slotData = data->slots[i];
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/* Find bone for the slotData's boneData. */
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Bone* bone = 0;
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for (ii = 0; ii < self->boneCount; ++ii) {
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if (data->bones[ii] == slotData->boneData) {
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bone = self->bones[ii];
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break;
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}
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}
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self->slots[i] = Slot_create(slotData, self, bone);
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}
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self->drawOrder = MALLOC(Slot*, self->slotCount);
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memcpy(self->drawOrder, self->slots, sizeof(Slot*) * self->slotCount);
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self->r = 1;
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self->g = 1;
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self->b = 1;
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self->a = 1;
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return self;
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}
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void Skeleton_dispose (Skeleton* self) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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Bone_dispose(self->bones[i]);
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FREE(self->bones);
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for (i = 0; i < self->slotCount; ++i)
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Slot_dispose(self->slots[i]);
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FREE(self->slots);
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FREE(self->drawOrder);
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FREE(self);
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}
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void Skeleton_updateWorldTransform (const Skeleton* self) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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Bone_updateWorldTransform(self->bones[i], self->flipX, self->flipY);
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}
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void Skeleton_setToSetupPose (const Skeleton* self) {
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Skeleton_setBonesToSetupPose(self);
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Skeleton_setSlotsToSetupPose(self);
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}
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void Skeleton_setBonesToSetupPose (const Skeleton* self) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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Bone_setToSetupPose(self->bones[i]);
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}
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void Skeleton_setSlotsToSetupPose (const Skeleton* self) {
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int i;
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for (i = 0; i < self->slotCount; ++i)
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Slot_setToSetupPose(self->slots[i]);
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}
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Bone* Skeleton_findBone (const Skeleton* self, const char* boneName) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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if (strcmp(self->data->bones[i]->name, boneName) == 0) return self->bones[i];
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return 0;
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}
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int Skeleton_findBoneIndex (const Skeleton* self, const char* boneName) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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if (strcmp(self->data->bones[i]->name, boneName) == 0) return i;
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return -1;
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}
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Slot* Skeleton_findSlot (const Skeleton* self, const char* slotName) {
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int i;
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for (i = 0; i < self->slotCount; ++i)
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if (strcmp(self->data->slots[i]->name, slotName) == 0) return self->slots[i];
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return 0;
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}
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int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName) {
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int i;
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for (i = 0; i < self->slotCount; ++i)
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if (strcmp(self->data->slots[i]->name, slotName) == 0) return i;
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return -1;
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}
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int Skeleton_setSkinByName (Skeleton* self, const char* skinName) {
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Skin *skin;
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if (!skinName) {
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Skeleton_setSkin(self, 0);
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return 1;
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}
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skin = SkeletonData_findSkin(self->data, skinName);
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if (!skin) return 0;
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Skeleton_setSkin(self, skin);
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return 1;
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}
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void Skeleton_setSkin (Skeleton* self, Skin* newSkin) {
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if (self->skin && newSkin) Skin_attachAll(newSkin, self, self->skin);
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CONST_CAST(Skin*, self->skin) = newSkin;
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}
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Attachment* Skeleton_getAttachmentForSlotName (const Skeleton* self, const char* slotName, const char* attachmentName) {
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int slotIndex = SkeletonData_findSlotIndex(self->data, slotName);
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return Skeleton_getAttachmentForSlotIndex(self, slotIndex, attachmentName);
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}
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Attachment* Skeleton_getAttachmentForSlotIndex (const Skeleton* self, int slotIndex, const char* attachmentName) {
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if (slotIndex == -1) return 0;
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if (self->skin) {
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Attachment *attachment = Skin_getAttachment(self->skin, slotIndex, attachmentName);
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if (attachment) return attachment;
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}
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if (self->data->defaultSkin) {
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Attachment *attachment = Skin_getAttachment(self->data->defaultSkin, slotIndex, attachmentName);
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if (attachment) return attachment;
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}
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return 0;
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}
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int Skeleton_setAttachment (Skeleton* self, const char* slotName, const char* attachmentName) {
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int i;
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for (i = 0; i < self->slotCount; ++i) {
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Slot *slot = self->slots[i];
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if (strcmp(slot->data->name, slotName) == 0) {
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if (!attachmentName)
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Slot_setAttachment(slot, 0);
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else {
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Attachment* attachment = Skeleton_getAttachmentForSlotIndex(self, i, attachmentName);
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if (!attachment) return 0;
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Slot_setAttachment(slot, attachment);
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}
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return 1;
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}
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}
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return 0;
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}
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void Skeleton_update (Skeleton* self, float deltaTime) {
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self->time += deltaTime;
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}
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