mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 15:01:07 +00:00
243 lines
6.3 KiB
C++
243 lines
6.3 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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#include <spine/SkeletonData.h>
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#include <spine/BoneData.h>
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#include <spine/SlotData.h>
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#include <spine/Skin.h>
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#include <spine/EventData.h>
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#include <spine/Animation.h>
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#include <spine/IkConstraintData.h>
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#include <spine/TransformConstraintData.h>
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#include <spine/PathConstraintData.h>
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#include <spine/ContainerUtil.h>
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using namespace spine;
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SkeletonData::SkeletonData() :
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_name(),
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_defaultSkin(NULL),
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_x(0),
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_y(0),
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_width(0),
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_height(0),
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_version(),
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_hash(),
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_fps(0),
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_imagesPath() {
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}
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SkeletonData::~SkeletonData() {
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ContainerUtil::cleanUpVectorOfPointers(_bones);
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ContainerUtil::cleanUpVectorOfPointers(_slots);
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ContainerUtil::cleanUpVectorOfPointers(_skins);
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_defaultSkin = NULL;
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ContainerUtil::cleanUpVectorOfPointers(_events);
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ContainerUtil::cleanUpVectorOfPointers(_animations);
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ContainerUtil::cleanUpVectorOfPointers(_ikConstraints);
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ContainerUtil::cleanUpVectorOfPointers(_transformConstraints);
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ContainerUtil::cleanUpVectorOfPointers(_pathConstraints);
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for (size_t i = 0; i < _strings.size(); i++) {
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SpineExtension::free(_strings[i], __FILE__, __LINE__);
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}
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}
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BoneData *SkeletonData::findBone(const String &boneName) {
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return ContainerUtil::findWithName(_bones, boneName);
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}
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int SkeletonData::findBoneIndex(const String &boneName) {
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return ContainerUtil::findIndexWithName(_bones, boneName);
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}
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SlotData *SkeletonData::findSlot(const String &slotName) {
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return ContainerUtil::findWithName(_slots, slotName);
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}
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int SkeletonData::findSlotIndex(const String &slotName) {
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return ContainerUtil::findIndexWithName(_slots, slotName);
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}
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Skin *SkeletonData::findSkin(const String &skinName) {
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return ContainerUtil::findWithName(_skins, skinName);
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}
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spine::EventData *SkeletonData::findEvent(const String &eventDataName) {
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return ContainerUtil::findWithName(_events, eventDataName);
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}
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Animation *SkeletonData::findAnimation(const String &animationName) {
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return ContainerUtil::findWithName(_animations, animationName);
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}
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IkConstraintData *SkeletonData::findIkConstraint(const String &constraintName) {
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return ContainerUtil::findWithName(_ikConstraints, constraintName);
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}
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TransformConstraintData *SkeletonData::findTransformConstraint(const String &constraintName) {
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return ContainerUtil::findWithName(_transformConstraints, constraintName);
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}
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PathConstraintData *SkeletonData::findPathConstraint(const String &constraintName) {
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return ContainerUtil::findWithName(_pathConstraints, constraintName);
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}
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int SkeletonData::findPathConstraintIndex(const String &pathConstraintName) {
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return ContainerUtil::findIndexWithName(_pathConstraints, pathConstraintName);
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}
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const String &SkeletonData::getName() {
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return _name;
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}
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void SkeletonData::setName(const String &inValue) {
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_name = inValue;
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}
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Vector<BoneData *> &SkeletonData::getBones() {
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return _bones;
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}
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Vector<SlotData *> &SkeletonData::getSlots() {
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return _slots;
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}
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Vector<Skin *> &SkeletonData::getSkins() {
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return _skins;
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}
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Skin *SkeletonData::getDefaultSkin() {
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return _defaultSkin;
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}
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void SkeletonData::setDefaultSkin(Skin *inValue) {
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_defaultSkin = inValue;
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}
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Vector<spine::EventData *> &SkeletonData::getEvents() {
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return _events;
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}
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Vector<Animation *> &SkeletonData::getAnimations() {
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return _animations;
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}
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Vector<IkConstraintData *> &SkeletonData::getIkConstraints() {
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return _ikConstraints;
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}
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Vector<TransformConstraintData *> &SkeletonData::getTransformConstraints() {
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return _transformConstraints;
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}
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Vector<PathConstraintData *> &SkeletonData::getPathConstraints() {
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return _pathConstraints;
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}
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float SkeletonData::getX() {
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return _x;
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}
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void SkeletonData::setX(float inValue) {
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_x = inValue;
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}
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float SkeletonData::getY() {
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return _y;
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}
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void SkeletonData::setY(float inValue) {
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_y = inValue;
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}
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float SkeletonData::getWidth() {
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return _width;
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}
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void SkeletonData::setWidth(float inValue) {
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_width = inValue;
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}
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float SkeletonData::getHeight() {
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return _height;
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}
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void SkeletonData::setHeight(float inValue) {
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_height = inValue;
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}
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const String &SkeletonData::getVersion() {
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return _version;
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}
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void SkeletonData::setVersion(const String &inValue) {
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_version = inValue;
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}
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const String &SkeletonData::getHash() {
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return _hash;
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}
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void SkeletonData::setHash(const String &inValue) {
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_hash = inValue;
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}
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const String &SkeletonData::getImagesPath() {
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return _imagesPath;
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}
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void SkeletonData::setImagesPath(const String &inValue) {
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_imagesPath = inValue;
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}
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const String &SkeletonData::getAudioPath() {
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return _audioPath;
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}
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void SkeletonData::setAudioPath(const String &inValue) {
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_audioPath = inValue;
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}
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float SkeletonData::getFps() {
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return _fps;
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}
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void SkeletonData::setFps(float inValue) {
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_fps = inValue;
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}
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