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_SlotData_h
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#define Spine_SlotData_h
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#include <spine/BlendMode.h>
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#include <spine/PosedData.h>
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#include <spine/SpineString.h>
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#include <spine/RTTI.h>
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#include <spine/SlotPose.h>
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namespace spine {
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class BoneData;
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/// Stores the setup pose for a Slot.
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class SP_API SlotData : public PosedDataGeneric<SlotPose> {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class PathConstraint;
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friend class AttachmentTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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friend class AlphaTimeline;
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friend class RGBA2Timeline;
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friend class RGB2Timeline;
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friend class DeformTimeline;
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friend class DrawOrderTimeline;
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friend class EventTimeline;
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friend class IkConstraintTimeline;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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friend class ScaleTimeline;
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friend class ShearTimeline;
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friend class TransformConstraintTimeline;
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friend class TranslateTimeline;
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friend class TwoColorTimeline;
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friend class Slot;
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public:
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SlotData(int index, const String &name, BoneData &boneData);
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/// The Skeleton::getSlots() index for this slot.
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int getIndex();
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/// The bone this slot belongs to.
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BoneData &getBoneData();
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void setAttachmentName(const String &attachmentName);
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/// The name of the attachment that is visible for this slot in the setup pose, or empty if no attachment is visible.
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const String &getAttachmentName();
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/// The blend mode for drawing the slot's attachment.
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BlendMode getBlendMode();
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void setBlendMode(BlendMode blendMode);
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/// False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering.
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bool getVisible();
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void setVisible(bool visible);
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private:
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const int _index;
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BoneData &_boneData;
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String _attachmentName;
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BlendMode _blendMode;
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bool _visible;
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};
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}
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#endif /* Spine_SlotData_h */
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