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ios/cocos2d/cocos/editor-support/spine/Skeleton.h 7.03 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /******************************************************************************
   * 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_SKELETON_H_
  #define SPINE_SKELETON_H_
  
  #include <spine/dll.h>
  #include <spine/SkeletonData.h>
  #include <spine/Slot.h>
  #include <spine/Skin.h>
  #include <spine/IkConstraint.h>
  #include <spine/TransformConstraint.h>
  #include <spine/PathConstraint.h>
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  typedef struct spSkeleton {
  	spSkeletonData* const data;
  
  	int bonesCount;
  	spBone** bones;
  	spBone* const root;
  
  	int slotsCount;
  	spSlot** slots;
  	spSlot** drawOrder;
  
  	int ikConstraintsCount;
  	spIkConstraint** ikConstraints;
  
  	int transformConstraintsCount;
  	spTransformConstraint** transformConstraints;
  
  	int pathConstraintsCount;
  	spPathConstraint** pathConstraints;
  
  	spSkin* const skin;
  	spColor color;
  	float time;
  	int/*bool*/flipX, flipY;
  	float x, y;
  
  #ifdef __cplusplus
  	spSkeleton() :
  		data(0),
  		bonesCount(0),
  		bones(0),
  		root(0),
  		slotsCount(0),
  		slots(0),
  		drawOrder(0),
  
  		ikConstraintsCount(0),
  		ikConstraints(0),
  
  		transformConstraintsCount(0),
  		transformConstraints(0),
  
  		skin(0),
  		color(),
  		time(0),
  		flipX(0),
  		flipY(0),
  		x(0), y(0) {
  	}
  #endif
  } spSkeleton;
  
  SP_API spSkeleton* spSkeleton_create (spSkeletonData* data);
  SP_API void spSkeleton_dispose (spSkeleton* self);
  
  /* Caches information about bones and constraints. Must be called if bones or constraints, or weighted path attachments
   * are added or removed. */
  SP_API void spSkeleton_updateCache (spSkeleton* self);
  SP_API void spSkeleton_updateWorldTransform (const spSkeleton* self);
  
  /* Sets the bones, constraints, and slots to their setup pose values. */
  SP_API void spSkeleton_setToSetupPose (const spSkeleton* self);
  /* Sets the bones and constraints to their setup pose values. */
  SP_API void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
  SP_API void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
  
  /* Returns 0 if the bone was not found. */
  SP_API spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
  /* Returns -1 if the bone was not found. */
  SP_API int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
  
  /* Returns 0 if the slot was not found. */
  SP_API spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
  /* Returns -1 if the slot was not found. */
  SP_API int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
  
  /* Sets the skin used to look up attachments before looking in the SkeletonData defaultSkin. Attachments from the new skin are
   * attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
   * attachment is attached from the new skin.
   * @param skin May be 0.*/
  SP_API void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
  /* Returns 0 if the skin was not found. See spSkeleton_setSkin.
   * @param skinName May be 0. */
  SP_API int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
  
  /* Returns 0 if the slot or attachment was not found. */
  SP_API spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
  /* Returns 0 if the slot or attachment was not found. */
  SP_API spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
  /* Returns 0 if the slot or attachment was not found.
   * @param attachmentName May be 0. */
  SP_API int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
  
  /* Returns 0 if the IK constraint was not found. */
  SP_API spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* constraintName);
  
  /* Returns 0 if the transform constraint was not found. */
  SP_API spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName);
  
  /* Returns 0 if the path constraint was not found. */
  SP_API spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName);
  
  SP_API void spSkeleton_update (spSkeleton* self, float deltaTime);
  
  #ifdef SPINE_SHORT_NAMES
  typedef spSkeleton Skeleton;
  #define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
  #define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
  #define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
  #define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
  #define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
  #define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
  #define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
  #define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
  #define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
  #define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
  #define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
  #define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
  #define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
  #define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
  #define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
  #define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
  #endif
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif /* SPINE_SKELETON_H_*/