/****************************************************************************** * 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_SkeletonData_h #define Spine_SkeletonData_h #include #include 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 &getBones(); Vector &getSlots(); /// All skins, including the default skin. Vector &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 &getEvents(); Vector &getAnimations(); Vector &getIkConstraints(); Vector &getTransformConstraints(); Vector &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 _bones; // Ordered parents first Vector _slots; // Setup pose draw order. Vector _skins; Skin *_defaultSkin; Vector _events; Vector _animations; Vector _ikConstraints; Vector _transformConstraints; Vector _pathConstraints; float _x, _y, _width, _height; String _version; String _hash; Vector _strings; // Nonessential. float _fps; String _imagesPath; String _audioPath; }; } #endif /* Spine_SkeletonData_h */