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ios/cocos2d/cocos/editor-support/spine/SkeletonBinary.h 4.29 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_SkeletonBinary_h
  #define Spine_SkeletonBinary_h
  
  #include <spine/TransformMode.h>
  #include <spine/Vector.h>
  #include <spine/SpineObject.h>
  #include <spine/SpineString.h>
  #include <spine/Color.h>
  
  namespace spine {
  	class SkeletonData;
  	class Atlas;
  	class AttachmentLoader;
  	class LinkedMesh;
  	class Skin;
  	class Attachment;
  	class VertexAttachment;
  	class Animation;
  	class CurveTimeline;
  
  	class SP_API SkeletonBinary : public SpineObject {
  	public:
  		static const int BONE_ROTATE;
  		static const int BONE_TRANSLATE;
  		static const int BONE_SCALE;
  		static const int BONE_SHEAR;
  
  		static const int SLOT_ATTACHMENT;
  		static const int SLOT_COLOR;
  		static const int SLOT_TWO_COLOR;
  
  		static const int PATH_POSITION;
  		static const int PATH_SPACING;
  		static const int PATH_MIX;
  
  		static const int CURVE_LINEAR;
  		static const int CURVE_STEPPED;
  		static const int CURVE_BEZIER;
  
  		explicit SkeletonBinary(Atlas* atlasArray);
  
  		explicit SkeletonBinary(AttachmentLoader* attachmentLoader);
  
  		~SkeletonBinary();
  
  		SkeletonData* readSkeletonData(const unsigned char* binary, int length);
  
  		SkeletonData* readSkeletonDataFile(const String& path);
  
  		void setScale(float scale) { _scale = scale; }
  
  		String& getError() { return _error; }
  
  	private:
  		struct DataInput : public SpineObject {
  			const unsigned char* cursor;
  			const unsigned char* end;
  		};
  
  		AttachmentLoader* _attachmentLoader;
  		Vector<LinkedMesh*> _linkedMeshes;
  		String _error;
  		float _scale;
  		const bool _ownsLoader;
  
  		void setError(const char* value1, const char* value2);
  
  		char* readString(DataInput* input);
  
  		char* readStringRef(DataInput* input, SkeletonData* skeletonData);
  
  		float readFloat(DataInput* input);
  
  		unsigned char readByte(DataInput* input);
  
  		signed char readSByte(DataInput* input);
  
  		bool readBoolean(DataInput* input);
  
  		int readInt(DataInput* input);
  
  		void readColor(DataInput* input, Color& color);
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  		int readVarint(DataInput* input, bool optimizePositive);
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  		Skin* readSkin(DataInput* input, bool defaultSkin, SkeletonData* skeletonData, bool nonessential);
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  		Attachment* readAttachment(DataInput* input, Skin* skin, int slotIndex, const String& attachmentName, SkeletonData* skeletonData, bool nonessential);
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  		void readVertices(DataInput* input, VertexAttachment* attachment, int vertexCount);
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  		void readFloatArray(DataInput *input, int n, float scale, Vector<float>& array);
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  		void readShortArray(DataInput *input, Vector<unsigned short>& array);
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  		Animation* readAnimation(const String& name, DataInput* input, SkeletonData *skeletonData);
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  		void readCurve(DataInput* input, int frameIndex, CurveTimeline* timeline);
  	};
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  }
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  #endif /* Spine_SkeletonBinary_h */