2022-06-25 00:23:03 +08:00

132 lines
4.3 KiB
C++

/******************************************************************************
* 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_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);
int readVarint(DataInput* input, bool optimizePositive);
Skin* readSkin(DataInput* input, bool defaultSkin, SkeletonData* skeletonData, bool nonessential);
Attachment* readAttachment(DataInput* input, Skin* skin, int slotIndex, const String& attachmentName, SkeletonData* skeletonData, bool nonessential);
void readVertices(DataInput* input, VertexAttachment* attachment, int vertexCount);
void readFloatArray(DataInput *input, int n, float scale, Vector<float>& array);
void readShortArray(DataInput *input, Vector<unsigned short>& array);
Animation* readAnimation(const String& name, DataInput* input, SkeletonData *skeletonData);
void readCurve(DataInput* input, int frameIndex, CurveTimeline* timeline);
};
}
#endif /* Spine_SkeletonBinary_h */