SkeletonData.h
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* 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.
*****************************************************************************/
#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 */