Stephen Gowen 87a18e22b8 wip
Almost ready to implement file loading
2017-10-29 20:54:08 -04:00

161 lines
6.1 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_SkeletonData_h
#define Spine_SkeletonData_h
#include <spine/Vector.h>
#include <string>
namespace Spine
{
class BoneData;
class SlotData;
class Skin;
class EventData;
class Animation;
class IkConstraintData;
class TransformConstraintData;
class PathConstraintData;
/// Stores the setup pose and all of the stateless data for a skeleton.
class SkeletonData
{
friend class Skeleton;
public:
SkeletonData();
/// Finds a bone by comparing each bone's name.
/// It is more efficient to cache the results of this method than to call it multiple times.
/// @return May be NULL.
BoneData* findBone(std::string boneName);
/// @return -1 if the bone was not found.
int findBoneIndex(std::string boneName);
/// @return May be NULL.
SlotData* findSlot(std::string slotName);
/// @return -1 if the slot was not found.
int findSlotIndex(std::string slotName);
/// @return May be NULL.
Skin* findSkin(std::string skinName);
/// @return May be NULL.
EventData* findEvent(std::string eventDataName);
/// @return May be NULL.
Animation* findAnimation(std::string animationName);
/// @return May be NULL.
IkConstraintData* findIkConstraint(std::string constraintName);
/// @return May be NULL.
TransformConstraintData* findTransformConstraint(std::string constraintName);
/// @return May be NULL.
PathConstraintData* findPathConstraint(std::string constraintName);
/// @return -1 if the path constraint was not found.
int findPathConstraintIndex(std::string pathConstraintName);
std::string getName();
void setName(std::string inValue);
/// The skeleton's bones, sorted parent first. The root bone is always the first bone.
Vector<BoneData*>& getBones();
Vector<SlotData*>& getSlots();
/// All skins, including the default skin.
Vector<Skin*>& getSkins();
void setSkins(Vector<Skin*>& inValue);
/// The skeleton's default skin.
/// By default this skin contains all attachments that were not in a skin in Spine.
///
/// @return May be NULL.
Skin* getDefaultSkin();
void setDefaultSkin(Skin* inValue);
Vector<EventData*>& getEvents();
void setEvents(Vector<EventData*>& inValue);
Vector<Animation*>& getAnimations();
void setAnimations(Vector<Animation*>& inValue);
Vector<IkConstraintData*>& getIkConstraints();
void setIkConstraints(Vector<IkConstraintData*>& inValue);
Vector<TransformConstraintData*>& getTransformConstraints();
void setTransformConstraints(Vector<TransformConstraintData*>& inValue);
Vector<PathConstraintData*>& getPathConstraints();
void setPathConstraints(Vector<PathConstraintData*>& inValue);
float getWidth();
void setWidth(float inValue);
float getHeight();
void setHeight(float inValue);
/// The Spine version used to export this data, or NULL.
std::string getVersion();
void setVersion(std::string inValue);
std::string getHash();
void setHash(std::string inValue);
std::string getImagesPath();
void setImagesPath(std::string inValue);
/// The dopesheet FPS in Spine. Available only when nonessential data was exported.
float getFps();
void setFps(float inValue);
private:
std::string _name;
Vector<BoneData*> _bones; // Ordered parents first
Vector<SlotData*> _slots; // Setup pose draw order.
Vector<Skin*> _skins;
Skin* _defaultSkin;
Vector<EventData*> _events;
Vector<Animation*> _animations;
Vector<IkConstraintData*> _ikConstraints;
Vector<TransformConstraintData*> _transformConstraints;
Vector<PathConstraintData*> _pathConstraints;
float _width, _height;
std::string _version;
std::string _hash;
// Nonessential.
float _fps;
std::string _imagesPath;
};
}
#endif /* Spine_SkeletonData_h */