/
SkeletonRenderer.h
95 lines (82 loc) · 4.25 KB
/
SkeletonRenderer.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
/******************************************************************************
* 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.
*****************************************************************************/
#import <spine/spine.h>
#import "cocos2d.h"
/** Draws a skeleton. */
@interface SkeletonRenderer : CCNode<CCBlendProtocol> {
spSkeleton* _skeleton;
spBone* _rootBone;
bool _debugSlots;
bool _debugBones;
bool _premultipliedAlpha;
bool _twoColorTint;
bool _skipVisibilityCheck;
ccBlendFunc _blendFunc;
CCDrawNode* _drawNode;
bool _ownsSkeletonData;
spAtlas* _atlas;
float* _worldVertices;
CCBlendMode* screenMode;
spSkeletonClipping* _clipper;
spVertexEffect* _effect;
}
+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;
- (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment;
- (CCTexture*) getTextureForMesh:(spMeshAttachment*)attachment;
// --- Convenience methods for common Skeleton_* functions.
- (void) updateWorldTransform;
- (void) setToSetupPose;
- (void) setBonesToSetupPose;
- (void) setSlotsToSetupPose;
/* Returns 0 if the bone was not found. */
- (spBone*) findBone:(NSString*)boneName;
/* Returns 0 if the slot was not found. */
- (spSlot*) findSlot:(NSString*)slotName;
/* Sets the skin used to look up attachments not found 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. Returns false if the skin was not found.
* @param skin May be 0.*/
- (bool) setSkin:(NSString*)skinName;
/* Returns 0 if the slot or attachment was not found. */
- (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
/* Returns false if the slot or attachment was not found. */
- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
@property (nonatomic, readonly) spSkeleton* skeleton;
@property (nonatomic) bool twoColorTint;
@property (nonatomic) bool debugSlots;
@property (nonatomic) bool debugBones;
@property (nonatomic) bool skipVisibilityCheck;
@property (nonatomic) spBone* rootBone;
@property (nonatomic) spVertexEffect* effect;
@end