/****************************************************************************** * 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_SKELETON_H_ #define SPINE_SKELETON_H_ #include #include #include #include #include #include #include #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; float scaleX, scaleY; 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), scaleX(1), scaleY(1), 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_*/