加入5套spine官方运行时
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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#ifndef Spine_Skin_h
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#define Spine_Skin_h
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#include <spine/Array.h>
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#include <spine/SpineString.h>
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#include <spine/Color.h>
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namespace spine {
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class Attachment;
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class Skeleton;
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class BoneData;
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class ConstraintData;
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/// Stores attachments by slot index and placeholder name. Multiple Skeleton instances can use the same skins.
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/// See SkeletonData::getDefaultSkin, Skeleton::getSkin, and
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/// http://esotericsoftware.com/spine-runtime-skins in the Spine Runtimes Guide.
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class SP_API Skin : public SpineObject {
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friend class Skeleton;
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public:
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class SP_API AttachmentMap : public SpineObject {
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friend class Skin;
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public:
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struct SP_API Entry {
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size_t _slotIndex;
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String _placeholder;
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Attachment *_attachment;
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Entry(size_t slotIndex, const String &placeholder, Attachment *attachment)
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: _slotIndex(slotIndex), _placeholder(placeholder), _attachment(attachment) {
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}
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};
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class SP_API Entries {
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friend class AttachmentMap;
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public:
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bool hasNext() {
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while (true) {
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if (_slotIndex >= _buckets.size()) return false;
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if (_bucketIndex >= _buckets[_slotIndex].size()) {
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_bucketIndex = 0;
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++_slotIndex;
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continue;
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};
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return true;
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}
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}
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Entry &next() {
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Entry &result = _buckets[_slotIndex][_bucketIndex];
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++_bucketIndex;
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return result;
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}
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protected:
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Entries(Array<Array<Entry>> &buckets) : _buckets(buckets), _slotIndex(0), _bucketIndex(0) {
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}
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private:
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Array<Array<Entry>> &_buckets;
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size_t _slotIndex;
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size_t _bucketIndex;
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};
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void put(size_t slotIndex, const String &placeholder, Attachment *attachment);
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Attachment *get(size_t slotIndex, const String &placeholder);
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void remove(size_t slotIndex, const String &placeholder);
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Entries getEntries();
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protected:
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AttachmentMap();
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private:
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int findInBucket(Array<Entry> &, const String &placeholder);
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Array<Array<Entry>> _buckets;
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};
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explicit Skin(const String &name);
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~Skin();
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/// Adds an attachment to the skin for the specified slot index and placeholder name.
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/// If the placeholder name already exists for the slot, the previous value is replaced.
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void setAttachment(size_t slotIndex, const String &placeholder, Attachment *attachment);
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/// Returns the attachment for the specified slot index and placeholder name, or NULL.
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Attachment *getAttachment(size_t slotIndex, const String &placeholder);
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// Removes the attachment from the skin.
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void removeAttachment(size_t slotIndex, const String &placeholder);
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/// Finds the placeholder names for a given slot. The results are added to the passed array.
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/// @param slotIndex The target slotIndex. To find the slot index, use SkeletonData::findSlot and SlotData::getIndex.
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/// @param names Found placeholder names will be added to this array.
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void findNamesForSlot(size_t slotIndex, Array<String> &names);
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/// Finds the attachments for a given slot. The results are added to the passed array of Attachments.
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/// @param slotIndex The target slotIndex. To find the slot index, use SkeletonData::findSlot and SlotData::getIndex.
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/// @param attachments Found Attachments will be added to this array.
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void findAttachmentsForSlot(size_t slotIndex, Array<Attachment *> &attachments);
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const String &getName();
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/// Adds all attachments, bones, and constraints from the specified skin to this skin.
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void addSkin(Skin &other);
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/// Adds all attachments, bones, and constraints from the specified skin to this skin. Attachments are deep copied.
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void copySkin(Skin &other);
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AttachmentMap::Entries getAttachments();
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Array<BoneData *> &getBones();
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Array<ConstraintData *> &getConstraints();
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Color &getColor() {
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return _color;
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}
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private:
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const String _name;
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AttachmentMap _attachments;
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Array<BoneData *> _bones;
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Array<ConstraintData *> _constraints;
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Color _color;
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/// Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.
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void attachAll(Skeleton &skeleton, Skin &oldSkin);
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};
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}
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#endif /* Spine_Skin_h */
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