123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191 |
- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * 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
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #ifndef Spine_SkeletonData_h
- #define Spine_SkeletonData_h
- #include <spine/Vector.h>
- #include <spine/SpineString.h>
- 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 SP_API SkeletonData : public SpineObject {
- friend class SkeletonBinary;
- friend class SkeletonJson;
- friend class Skeleton;
- public:
- SkeletonData();
- ~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(const String &boneName);
- /// @return -1 if the bone was not found.
- int findBoneIndex(const String &boneName);
- /// @return May be NULL.
- SlotData *findSlot(const String &slotName);
- /// @return -1 if the slot was not found.
- int findSlotIndex(const String &slotName);
- /// @return May be NULL.
- Skin *findSkin(const String &skinName);
- /// @return May be NULL.
- spine::EventData *findEvent(const String &eventDataName);
- /// @return May be NULL.
- Animation *findAnimation(const String &animationName);
- /// @return May be NULL.
- IkConstraintData *findIkConstraint(const String &constraintName);
- /// @return May be NULL.
- TransformConstraintData *findTransformConstraint(const String &constraintName);
- /// @return May be NULL.
- PathConstraintData *findPathConstraint(const String &constraintName);
- /// @return -1 if the path constraint was not found.
- int findPathConstraintIndex(const String &pathConstraintName);
- const String &getName();
- void setName(const 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();
- /// 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<spine::EventData *> &getEvents();
- Vector<Animation *> &getAnimations();
- Vector<IkConstraintData *> &getIkConstraints();
- Vector<TransformConstraintData *> &getTransformConstraints();
- Vector<PathConstraintData *> &getPathConstraints();
- float getX();
- void setX(float inValue);
- float getY();
- void setY(float inValue);
- float getWidth();
- void setWidth(float inValue);
- float getHeight();
- void setHeight(float inValue);
- /// The Spine version used to export this data, or NULL.
- const String &getVersion();
- void setVersion(const String &inValue);
- const String &getHash();
- void setHash(const String &inValue);
- const String &getImagesPath();
- void setImagesPath(const String &inValue);
- const String &getAudioPath();
- void setAudioPath(const String &inValue);
- /// The dopesheet FPS in Spine. Available only when nonessential data was exported.
- float getFps();
- void setFps(float inValue);
- private:
- 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 _x, _y, _width, _height;
- String _version;
- String _hash;
- Vector<char*> _strings;
- // Nonessential.
- float _fps;
- String _imagesPath;
- String _audioPath;
- };
- }
- #endif /* Spine_SkeletonData_h */
|