text: /******************************************************************************
   * 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_SKELETON_H_
  #define SPINE_SKELETON_H_
  
  #include <spine/dll.h>
  #include <spine/SkeletonData.h>
  #include <spine/Slot.h>
  #include <spine/Skin.h>
  #include <spine/IkConstraint.h>
  #include <spine/TransformConstraint.h>
  #include <spine/PathConstraint.h>
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  typedef struct spSkeleton {
  	spSkeletonData* const data;
  
  	int bonesCount;
  	spBone** bones;
  	spBone* const root;
  
  	int slotsCount;
  	spSlot** slots;
  	spSlot** drawOrder;
  
  	int ikConstraintsCount;
  	spIkConstraint** ikConstraints;
  
  	int transformConstraintsCount;
  	spTransformConstraint** transformConstraints;
  
  	int pathConstraintsCount;
  	spPathConstraint** pathConstraints;
  
  	spSkin* const skin;
  	spColor color;
  	float time;
  	float scaleX, scaleY;
  	float x, y;
  
  #ifdef __cplusplus
  	spSkeleton() :
  		data(0),
  		bonesCount(0),
  		bones(0),
  		root(0),
  		slotsCount(0),
  		slots(0),
  		drawOrder(0),
  
  		ikConstraintsCount(0),
  		ikConstraints(0),
  
  		transformConstraintsCount(0),
  		transformConstraints(0),
  
  		skin(0),
  		color(),
  		time(0),
  		scaleX(1),
  		scaleY(1),
  		x(0), y(0) {
  	}
  #endif
  } spSkeleton;
  
  SP_API spSkeleton* spSkeleton_create (spSkeletonData* data);
  SP_API void spSkeleton_dispose (spSkeleton* self);
  
  /* Caches information about bones and constraints. Must be called if bones or constraints, or weighted path attachments
   * are added or removed. */
  SP_API void spSkeleton_updateCache (spSkeleton* self);
  SP_API void spSkeleton_updateWorldTransform (const spSkeleton* self);
  
  /* Sets the bones, constraints, and slots to their setup pose values. */
  SP_API void spSkeleton_setToSetupPose (const spSkeleton* self);
  /* Sets the bones and constraints to their setup pose values. */
  SP_API void spSkeleton_setBonesToSetupPose (const spSkeleton* self);
  SP_API void spSkeleton_setSlotsToSetupPose (const spSkeleton* self);
  
  /* Returns 0 if the bone was not found. */
  SP_API spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName);
  /* Returns -1 if the bone was not found. */
  SP_API int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName);
  
  /* Returns 0 if the slot was not found. */
  SP_API spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName);
  /* Returns -1 if the slot was not found. */
  SP_API int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName);
  
  /* Sets the skin used to look up attachments before looking 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.
   * @param skin May be 0.*/
  SP_API void spSkeleton_setSkin (spSkeleton* self, spSkin* skin);
  /* Returns 0 if the skin was not found. See spSkeleton_setSkin.
   * @param skinName May be 0. */
  SP_API int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName);
  
  /* Returns 0 if the slot or attachment was not found. */
  SP_API spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName);
  /* Returns 0 if the slot or attachment was not found. */
  SP_API spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName);
  /* Returns 0 if the slot or attachment was not found.
   * @param attachmentName May be 0. */
  SP_API int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName);
  
  /* Returns 0 if the IK constraint was not found. */
  SP_API spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* constraintName);
  
  /* Returns 0 if the transform constraint was not found. */
  SP_API spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName);
  
  /* Returns 0 if the path constraint was not found. */
  SP_API spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName);
  
  SP_API void spSkeleton_update (spSkeleton* self, float deltaTime);
  
  #ifdef SPINE_SHORT_NAMES
  typedef spSkeleton Skeleton;
  #define Skeleton_create(...) spSkeleton_create(__VA_ARGS__)
  #define Skeleton_dispose(...) spSkeleton_dispose(__VA_ARGS__)
  #define Skeleton_updateWorldTransform(...) spSkeleton_updateWorldTransform(__VA_ARGS__)
  #define Skeleton_setToSetupPose(...) spSkeleton_setToSetupPose(__VA_ARGS__)
  #define Skeleton_setBonesToSetupPose(...) spSkeleton_setBonesToSetupPose(__VA_ARGS__)
  #define Skeleton_setSlotsToSetupPose(...) spSkeleton_setSlotsToSetupPose(__VA_ARGS__)
  #define Skeleton_findBone(...) spSkeleton_findBone(__VA_ARGS__)
  #define Skeleton_findBoneIndex(...) spSkeleton_findBoneIndex(__VA_ARGS__)
  #define Skeleton_findSlot(...) spSkeleton_findSlot(__VA_ARGS__)
  #define Skeleton_findSlotIndex(...) spSkeleton_findSlotIndex(__VA_ARGS__)
  #define Skeleton_setSkin(...) spSkeleton_setSkin(__VA_ARGS__)
  #define Skeleton_setSkinByName(...) spSkeleton_setSkinByName(__VA_ARGS__)
  #define Skeleton_getAttachmentForSlotName(...) spSkeleton_getAttachmentForSlotName(__VA_ARGS__)
  #define Skeleton_getAttachmentForSlotIndex(...) spSkeleton_getAttachmentForSlotIndex(__VA_ARGS__)
  #define Skeleton_setAttachment(...) spSkeleton_setAttachment(__VA_ARGS__)
  #define Skeleton_update(...) spSkeleton_update(__VA_ARGS__)
  #endif
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif /* SPINE_SKELETON_H_*/
  