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ios/cocos2d/cocos/editor-support/spine/SkeletonData.h 5.26 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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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
   * conditions of Section 2 of the Spine Editor License Agreement:
   * http://esotericsoftware.com/spine-editor-license
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   *
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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
   * include this license and copyright notice.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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   *****************************************************************************/
  
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  #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();
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  	Vector<TransformConstraintData *> &getTransformConstraints();
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  	Vector<PathConstraintData *> &getPathConstraints();
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  	float getX();
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  	void setX(float inValue);
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  	float getY();
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  	void setY(float inValue);
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  	float getWidth();
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  	void setWidth(float inValue);
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  	float getHeight();
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  	void setHeight(float inValue);
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  	/// The Spine version used to export this data, or NULL.
  	const String &getVersion();
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  	void setVersion(const String &inValue);
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  	const String &getHash();
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  	void setHash(const String &inValue);
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  	const String &getImagesPath();
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  	void setImagesPath(const String &inValue);
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  	const String &getAudioPath();
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  	void setAudioPath(const String &inValue);
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  	/// The dopesheet FPS in Spine. Available only when nonessential data was exported.
  	float getFps();
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  	void setFps(float inValue);
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  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;
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  	// Nonessential.
  	float _fps;
  	String _imagesPath;
  	String _audioPath;
  };
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  }
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  #endif /* Spine_SkeletonData_h */