cocos2d-x  3.0alpha1
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
spine Namespace Reference

Classes

struct  Animation
 
struct  Timeline
 
struct  CurveTimeline
 
struct  ColorTimeline
 
struct  AttachmentTimeline
 
struct  AnimationState
 
struct  AnimationStateData
 
struct  AtlasPage
 
struct  AtlasRegion
 
struct  Atlas
 
struct  AtlasAttachmentLoader
 
struct  Attachment
 
struct  AttachmentLoader
 
struct  Bone
 
struct  BoneData
 
class  CCSkeleton
 Draws a skeleton. More...
 
class  CCSkeletonAnimation
 Draws an animated skeleton, providing a simple API for applying one or more animations and queuing animations to be played later. More...
 
struct  RegionAttachment
 
struct  Skeleton
 
struct  SkeletonData
 
struct  SkeletonJson
 
struct  Skin
 
struct  SlotData
 

Typedefs

typedef struct Timeline Timeline
typedef struct BaseTimeline TranslateTimeline
typedef struct BaseTimeline ScaleTimeline
typedef struct AtlasPage AtlasPage
typedef struct AtlasRegion AtlasRegion
typedef struct Attachment Attachment
typedef struct AttachmentLoader AttachmentLoader
typedef struct Bone Bone
typedef struct BoneData BoneData
typedef struct RegionAttachment RegionAttachment
typedef struct Skeleton Skeleton

Enumerations

enum  AtlasFormat {
  ATLAS_ALPHA, ATLAS_INTENSITY, ATLAS_LUMINANCE_ALPHA, ATLAS_RGB565,
  ATLAS_RGBA4444, ATLAS_RGB888, ATLAS_RGBA8888
}
 
enum  AtlasFilter {
  ATLAS_NEAREST, ATLAS_LINEAR, ATLAS_MIPMAP, ATLAS_MIPMAP_NEAREST_NEAREST,
  ATLAS_MIPMAP_LINEAR_NEAREST, ATLAS_MIPMAP_NEAREST_LINEAR, ATLAS_MIPMAP_LINEAR_LINEAR
}
 
enum  AtlasWrap { ATLAS_MIRROREDREPEAT, ATLAS_CLAMPTOEDGE, ATLAS_REPEAT }
 
enum  AttachmentType { ATTACHMENT_REGION, ATTACHMENT_REGION_SEQUENCE }
 
enum  VertexIndex {
  VERTEX_X1 = 0, VERTEX_Y1, VERTEX_X2, VERTEX_Y2,
  VERTEX_X3, VERTEX_Y3, VERTEX_X4, VERTEX_Y4
}
 

Functions

Animation (const char *name, int timelineCount)
void  (Animation *self)
void  (const Animation *self, struct Skeleton *skeleton, float time, intloop)
void  (const Animation *self, struct Skeleton *skeleton, float time, intloop, float alpha)
void  (Timeline *self)
void  (const Timeline *self, struct Skeleton *skeleton, float time, float alpha)
void  (CurveTimeline *self, int frameIndex)
void  (CurveTimeline *self, int frameIndex)
void  (CurveTimeline *self, int frameIndex, float cx1, float cy1, float cx2, float cy2)
var  ( var self, var frameIndex, var cx1, var cy1, var cx2, var cy2)
local  ( local self, local frameIndex, local cx1, local cy1, local cx2, local cy2)
float  (const CurveTimeline *self, int frameIndex, float percent)
RotateTimeline (int frameCount)
void  (RotateTimeline *self, int frameIndex, float time, float angle)
var  ( var self, var frameIndex, var time, var angle)
local  ( local self, local frameIndex, local time, local angle)
TranslateTimeline (int frameCount)
void  (TranslateTimeline *self, int frameIndex, float time, float x, float y)
var  ( var self, var frameIndex, var time, var x, var y)
local  ( local self, local frameIndex, local time, local x, local y)
ScaleTimeline (int frameCount)
void  (ScaleTimeline *self, int frameIndex, float time, float x, float y)
var  ( var self, var frameIndex, var time, var x, var y)
local  ( local self, local frameIndex, local time, local x, local y)
ColorTimeline (int frameCount)
void  (ColorTimeline *self, int frameIndex, float time, float r, float g, float b, float a)
var  ( var self, var frameIndex, var time, var r, var g, var b, var a)
local  ( local self, local frameIndex, local time, local r, local g, local b, local a)
AttachmentTimeline (int frameCount)
void  (AttachmentTimeline *self, int frameIndex, float time, const char *attachmentName)
var  ( var self, var frameIndex, var time, var attachmentName)
local  ( local self, local frameIndex, local time, local attachmentName)
AnimationState (AnimationStateData *data)
void  (AnimationState *self)
void  (AnimationState *self, float delta)
var  ( var self, var delta)
local  ( local self, local delta)
void  (AnimationState *self, struct Skeleton *skeleton)
void  (AnimationState *self, const char *animationName, intloop)
var  ( var self, var animationName, var intloop)
local  ( local self, local animationName, local intloop)
void  (AnimationState *self, Animation *animation, intloop)
void  (AnimationState *self, const char *animationName, intloop, float delay)
var  ( var self, var animationName, var intloop, var delay)
local  ( local self, local animationName, local intloop, local delay)
void  (AnimationState *self, Animation *animation, intloop, float delay)
void  (AnimationState *self)
local  ( local self)
int  (AnimationState *self)
var  ( var self)
local  ( local self)
AnimationStateData (SkeletonData *skeletonData)
void  (AnimationStateData *self)
void  (AnimationStateData *self, const char *fromName, const char *toName, float duration)
void  (AnimationStateData *self, Animation *from, Animation *to, float duration)
float  (AnimationStateData *self, Animation *from, Animation *to)
AtlasPage (const char *name)
void  (AtlasPage *self)
AtlasRegion ()
void  (AtlasRegion *self)
var  ( var self)
local  ( local self)
Atlas (const char *data, int length, const char *dir)
Atlas (const char *path)
var  ( var path)
local  ( local path)
void  (Atlas *atlas)
AtlasRegion (const Atlas *self, const char *name)
var  ( var self, var name)
local  ( local self, local name)
AtlasAttachmentLoader (Atlas *atlas)
void  (Attachment *self)
var  ( var self)
local  ( local self)
void  (AttachmentLoader *self)
Attachment (AttachmentLoader *self, Skin *skin, AttachmentType type, const char *name)
var  ( var self, var skin, var type, var name)
local  ( local self, local skin, local type, local name)
void  (intyDown)
Bone (BoneData *data, Bone *parent)
void  (Bone *self)
void  (Bone *self)
void  (Bone *self, intflipX, intflipY)
var  ( var self, var intflipX, var intflipY)
local  ( local self, local intflipX, local intflipY)
BoneData (const char *name, BoneData *parent)
void  (BoneData *self)
void  (AtlasPage *self, const char *path)
var  ( var self, var path)
local  ( local self, local path)
void  (AtlasPage *self)
char *  (const char *path, int *length)
void *  (size_t size)
void *  (size_t num, size_t size)
void  (void *ptr)
void  (void *(*_malloc)(size_t size))
void  (void(*_free)(void *ptr))
char *  (const char *path, int *length)
void  (AttachmentLoader *self, void(*dispose)(AttachmentLoader *self), Attachment *(*newAttachment)(AttachmentLoader *self, Skin *skin, AttachmentType type, const char *name))
void  (AttachmentLoader *self)
local  ( local self)
void  (AttachmentLoader *self, const char *error1, const char *error2)
var  ( var self, var error1, var error2)
local  ( local self, local error1, local error2)
void  (AttachmentLoader *self, AttachmentType type)
void  (Attachment *self, const char *name, AttachmentType type, void(*dispose)(Attachment *self))
void  (Attachment *self)
void  (Timeline *self, void(*dispose)(Timeline *self), void(*apply)(const Timeline *self, Skeleton *skeleton, float time, float alpha))
void  (Timeline *self)
void  (CurveTimeline *self, int frameCount, void(*dispose)(Timeline *self), void(*apply)(const Timeline *self, Skeleton *skeleton, float time, float alpha))
var  ( var self, var frameCount, var self, var skeleton, var time)
local  ( local self, local frameCount, local self, local skeleton, local time)
void  (CurveTimeline *self)
Json (const char *value)
void  (Json *json)
int  (Json *json)
Json (Json *json, int item)
Json (Json *json, const char *string)
const char *  (Json *json, const char *name, const char *defaultValue)
float  (Json *json, const char *name, float defaultValue)
int  (Json *json, const char *name, int defaultValue)
const char *  (void)
RegionAttachment (const char *name)
void  (RegionAttachment *self, float u, float v, float u2, float v2, introtate)
var  ( var self, var u, var v, var u2, var v2, var introtate)
local  ( local self, local u, local v, local u2, local v2, local introtate)
void  (RegionAttachment *self)
void  (RegionAttachment *self, float x, float y, Bone *bone, float *vertices)
var  ( var self, var x, var y, var bone, var vertices)
local  ( local self, local x, local y, local bone, local vertices)
Skeleton (SkeletonData *data)
void  (Skeleton *self)
void  (const Skeleton *self)
void  (const Skeleton *self)
void  (const Skeleton *self)
void  (const Skeleton *self)
Bone (const Skeleton *self, const char *boneName)
int  (const Skeleton *self, const char *boneName)
Slot (const Skeleton *self, const char *slotName)
int  (const Skeleton *self, const char *slotName)
void  (Skeleton *self, Skin *skin)
int  (Skeleton *self, const char *skinName)
Attachment (const Skeleton *self, const char *slotName, const char *attachmentName)
Attachment (const Skeleton *self, int slotIndex, const char *attachmentName)
int  (Skeleton *self, const char *slotName, const char *attachmentName)
void  (Skeleton *self, float deltaTime)
SkeletonData ()
void  (SkeletonData *self)
BoneData (const SkeletonData *self, const char *boneName)
int  (const SkeletonData *self, const char *boneName)
SlotData (const SkeletonData *self, const char *slotName)
int  (const SkeletonData *self, const char *slotName)
var  ( var self, var slotName)
local  ( local self, local slotName)
Skin (const SkeletonData *self, const char *skinName)
Animation (const SkeletonData *self, const char *animationName)
SkeletonJson (AttachmentLoader *attachmentLoader)
var  ( var attachmentLoader)
local  ( local attachmentLoader)
SkeletonJson (Atlas *atlas)
void  (SkeletonJson *self)
SkeletonData (SkeletonJson *self, const char *json)
SkeletonData (SkeletonJson *self, const char *path)
Skin (const char *name)
void  (Skin *self)
void  (Skin *self, int slotIndex, const char *name, Attachment *attachment)
var  ( var self, var slotIndex, var name, var attachment)
local  ( local self, local slotIndex, local name, local attachment)
Attachment (const Skin *self, int slotIndex, const char *name)
const char *  (const Skin *self, int slotIndex, int attachmentIndex)
var  ( var self, var slotIndex, var attachmentIndex)
local  ( local self, local slotIndex, local attachmentIndex)
void  (const Skin *self, struct Skeleton *skeleton, const Skin *oldSkin)
 Attach each attachment in this skin if the corresponding attachment in oldSkin is currently attached. More...
 
Slot (SlotData *data, struct Skeleton *skeleton, Bone *bone)
void  (Slot *self)
void  (Slot *self, Attachment *attachment)
void  (Slot *self, float time)
float  (const Slot *self)
void  (Slot *self)
SlotData (const char *name, BoneData *boneData)
void  (SlotData *self)
void  (SlotData *self, const char *attachmentName)
void  (RegionAttachment *self, Slot *slot, cocos2d::V3F_C4B_T2F_Quad *quad, bool premultiplied=false)

Typedef Documentation

typedef struct AtlasPage AtlasPage
var AtlasPage
local AtlasPage
typedef struct AtlasRegion
AtlasRegion
local AtlasRegion
typedef struct Attachment
Attachment
local Attachment
typedef struct Bone Bone
var Bone
local Bone
typedef struct BoneData BoneData
var BoneData
local BoneData
typedef struct BaseTimeline
ScaleTimeline
typedef struct Skeleton Skeleton
var Skeleton
local Skeleton
typedef struct Timeline Timeline
var Timeline
local Timeline
typedef struct BaseTimeline
TranslateTimeline

Enumeration Type Documentation

Enumerator
ATLAS_NEAREST 
ATLAS_LINEAR 
ATLAS_MIPMAP 
ATLAS_MIPMAP_NEAREST_NEAREST 
ATLAS_MIPMAP_LINEAR_NEAREST 
ATLAS_MIPMAP_NEAREST_LINEAR 
ATLAS_MIPMAP_LINEAR_LINEAR 
Enumerator
ATLAS_NEAREST 
ATLAS_LINEAR 
ATLAS_MIPMAP 
ATLAS_MIPMAP_NEAREST_NEAREST 
ATLAS_MIPMAP_LINEAR_NEAREST 
ATLAS_MIPMAP_NEAREST_LINEAR 
ATLAS_MIPMAP_LINEAR_LINEAR 
local AtlasFilter
Enumerator
ATLAS_NEAREST 
ATLAS_LINEAR 
ATLAS_MIPMAP 
ATLAS_MIPMAP_NEAREST_NEAREST 
ATLAS_MIPMAP_LINEAR_NEAREST 
ATLAS_MIPMAP_NEAREST_LINEAR 
ATLAS_MIPMAP_LINEAR_LINEAR 
Enumerator
ATLAS_ALPHA 
ATLAS_INTENSITY 
ATLAS_LUMINANCE_ALPHA 
ATLAS_RGB565 
ATLAS_RGBA4444 
ATLAS_RGB888 
ATLAS_RGBA8888 
Enumerator
ATLAS_ALPHA 
ATLAS_INTENSITY 
ATLAS_LUMINANCE_ALPHA 
ATLAS_RGB565 
ATLAS_RGBA4444 
ATLAS_RGB888 
ATLAS_RGBA8888 
local AtlasFormat
Enumerator
ATLAS_ALPHA 
ATLAS_INTENSITY 
ATLAS_LUMINANCE_ALPHA 
ATLAS_RGB565 
ATLAS_RGBA4444 
ATLAS_RGB888 
ATLAS_RGBA8888 
enum AtlasWrap
Enumerator
ATLAS_MIRROREDREPEAT 
ATLAS_CLAMPTOEDGE 
ATLAS_REPEAT 
var AtlasWrap
Enumerator
ATLAS_MIRROREDREPEAT 
ATLAS_CLAMPTOEDGE 
ATLAS_REPEAT 
local AtlasWrap
Enumerator
ATLAS_MIRROREDREPEAT 
ATLAS_CLAMPTOEDGE 
ATLAS_REPEAT 
Enumerator
ATTACHMENT_REGION 
ATTACHMENT_REGION_SEQUENCE 
Enumerator
ATTACHMENT_REGION 
ATTACHMENT_REGION_SEQUENCE 
Enumerator
ATTACHMENT_REGION 
ATTACHMENT_REGION_SEQUENCE 
Enumerator
VERTEX_X1 
VERTEX_Y1 
VERTEX_X2 
VERTEX_Y2 
VERTEX_X3 
VERTEX_Y3 
VERTEX_X4 
VERTEX_Y4 
Enumerator
VERTEX_X1 
VERTEX_Y1 
VERTEX_X2 
VERTEX_Y2 
VERTEX_X3 
VERTEX_Y3 
VERTEX_X4 
VERTEX_Y4 
local VertexIndex
Enumerator
VERTEX_X1 
VERTEX_Y1 
VERTEX_X2 
VERTEX_Y2 
VERTEX_X3 
VERTEX_Y3 
VERTEX_X4 
VERTEX_Y4 

Function Documentation

void
spine::RegionAttachment_updateQuad
( RegionAttachment *  self,
Slot slot,
cocos2d::V3F_C4B_T2F_Quad quad,
bool  premultiplied = false 
)
var RegionAttachment_updateQuad ( var  self,
var  slot,
var  quad,
var  premultiplied = false 
)
local RegionAttachment_updateQuad ( local  self,
local  slot,
local  quad,
local  premultiplied = false 
)
AnimationStateData*
spine::AnimationStateData_create
( SkeletonData *  skeletonData)
var AnimationStateData_create ( var  skeletonData)
local AnimationStateData_create ( local  skeletonData)
AtlasAttachmentLoader*
spine::AtlasAttachmentLoader_create
( Atlas *  atlas)
var AtlasAttachmentLoader_create ( var  atlas)
local AtlasAttachmentLoader_create ( local  atlas)
Skin* spine::Skin_create ( const char *  name)
var Skin_create ( var  name)
local Skin_create ( local  name)
SlotData* spine::SlotData_create ( const char *  name,
BoneData *  boneData 
)
var SlotData_create ( var  name,
var  boneData 
)
local SlotData_create ( local  name,
local  boneData 
)
void
spine::AnimationStateData_dispose
( AnimationStateData *  self)
var AnimationStateData_dispose ( var  self)
local AnimationStateData_dispose ( local  self)
void spine::Skin_dispose ( Skin *  self)
var Skin_dispose ( var  self)
local Skin_dispose ( local  self)
void spine::SlotData_dispose ( SlotData *  self)
var SlotData_dispose ( var  self)
local SlotData_dispose ( local  self)
BoneData* spine::BoneData_create ( const char *  name,
BoneData *  parent 
)
var BoneData_create ( var  name,
var  parent 
)
local BoneData_create ( local  name,
local  parent 
)
AnimationState*
spine::AnimationState_create
( AnimationStateData *  data)
var AnimationState_create ( var  data)
local AnimationState_create ( local  data)
Animation* spine::Animation_create ( const char *  name,
int  timelineCount 
)
var Animation_create ( var  name,
var  timelineCount 
)
local Animation_create ( local  name,
local  timelineCount 
)
void
spine::AnimationStateData_setMixByName
( AnimationStateData *  self,
const char *  fromName,
const char *  toName,
float  duration 
)
var AnimationStateData_setMixByName ( var  self,
var  fromName,
var  toName,
var  duration 
)
local
AnimationStateData_setMixByName
( local  self,
local  fromName,
local  toName,
local  duration 
)
void spine::AnimationState_dispose ( AnimationState *  self)
var AnimationState_dispose ( var  self)
local AnimationState_dispose ( local  self)
void spine::BoneData_dispose ( BoneData *  self)
var BoneData_dispose ( var  self)
local BoneData_dispose ( local  self)
void
spine::AnimationStateData_setMix
( AnimationStateData *  self,
Animation *  from,
Animation *  to,
float  duration 
)
var AnimationStateData_setMix ( var  self,
var  from,
var  to,
var  duration 
)
local AnimationStateData_setMix ( local  self,
local  from,
local  to,
local  duration 
)
void spine::Animation_dispose ( Animation *  self)
var Animation_dispose ( var  self)
local Animation_dispose ( local  self)
SkeletonJson*
spine::SkeletonJson_createWithLoader
( AttachmentLoader *  attachmentLoader)
var SkeletonJson_createWithLoader ( var  attachmentLoader)
local SkeletonJson_createWithLoader ( local  attachmentLoader)
void spine::Skin_addAttachment ( Skin *  self,
int  slotIndex,
const char *  name,
Attachment *  attachment 
)
var Skin_addAttachment ( var  self,
var  slotIndex,
var  name,
var  attachment 
)
local Skin_addAttachment ( local  self,
local  slotIndex,
local  name,
local  attachment 
)
void
spine::SlotData_setAttachmentName
( SlotData *  self,
const char *  attachmentName 
)
var SlotData_setAttachmentName ( var  self,
var  attachmentName 
)
local SlotData_setAttachmentName ( local  self,
local  attachmentName 
)
void spine::AnimationState_update ( AnimationState *  self,
float  delta 
)
var AnimationState_update ( var  self,
var  delta 
)
local AnimationState_update ( local  self,
local  delta 
)
SkeletonJson*
spine::SkeletonJson_create
( Atlas *  atlas)
var SkeletonJson_create ( var  atlas)
local SkeletonJson_create ( local  atlas)
float
spine::AnimationStateData_getMix
( AnimationStateData *  self,
Animation *  from,
Animation *  to 
)
var AnimationStateData_getMix ( var  self,
var  from,
var  to 
)
local AnimationStateData_getMix ( local  self,
local  from,
local  to 
)
void spine::Attachment_dispose ( Attachment *  self)
var Attachment_dispose ( var  self)
local Attachment_dispose ( local  self)
void
spine::AttachmentLoader_dispose
( AttachmentLoader *  self)
var AttachmentLoader_dispose ( var  self)
local AttachmentLoader_dispose ( local  self)
void spine::SkeletonJson_dispose ( SkeletonJson *  self)
var SkeletonJson_dispose ( var  self)
local SkeletonJson_dispose ( local  self)
void spine::Animation_apply ( const Animation *  self,
struct Skeleton *  skeleton,
float  time,
intloop   
)
var Animation_apply ( var  self,
var  skeleton,
var  time,
var   
)
local Animation_apply ( local  self,
local  skeleton,
local  time,
local   
)
Attachment*
spine::Skin_getAttachment
( const Skin *  self,
int  slotIndex,
const char *  name 
)
var Skin_getAttachment ( var  self,
var  slotIndex,
var  name 
)
local Skin_getAttachment ( local  self,
local  slotIndex,
local  name 
)
Slot* spine::Slot_create ( SlotData *  data,
struct Skeleton *  skeleton,
Bone *  bone 
)
var Slot_create ( var  data,
var  skeleton,
var  bone 
)
local Slot_create ( local  data,
local  skeleton,
local  bone 
)
void spine::Animation_mix ( const Animation *  self,
struct Skeleton *  skeleton,
float  time,
intloop  ,
float  alpha 
)
var Animation_mix ( var  self,
var  skeleton,
var  time,
var  ,
var  alpha 
)
local Animation_mix ( local  self,
local  skeleton,
local  time,
local  ,
local  alpha 
)
void spine::AnimationState_apply ( AnimationState *  self,
struct Skeleton *  skeleton 
)
var AnimationState_apply ( var  self,
var  skeleton 
)
local AnimationState_apply ( local  self,
local  skeleton 
)
void spine::Slot_dispose ( Slot self)
var Slot_dispose ( var  self)
local Slot_dispose ( local  self)
void spine::Bone_setYDown ( intyDown  )
var Bone_setYDown ( var  )
local Bone_setYDown ( local  )
SkeletonData*
spine::SkeletonJson_readSkeletonData
( SkeletonJson *  self,
const char *  json 
)
var SkeletonJson_readSkeletonData ( var  self,
var  json 
)
local SkeletonJson_readSkeletonData ( local  self,
local  json 
)
Attachment*
spine::AttachmentLoader_newAttachment
( AttachmentLoader *  self,
Skin *  skin,
AttachmentType  type,
const char *  name 
)
var AttachmentLoader_newAttachment ( var  self,
var  skin,
var  type,
var  name 
)
local
AttachmentLoader_newAttachment
( local  self,
local  skin,
local  type,
local  name 
)
SkeletonData*
spine::SkeletonJson_readSkeletonDataFile
( SkeletonJson *  self,
const char *  path 
)
var
SkeletonJson_readSkeletonDataFile
( var  self,
var  path 
)
local
SkeletonJson_readSkeletonDataFile
( local  self,
local  path 
)
const char*
spine::Skin_getAttachmentName
( const Skin *  self,
int  slotIndex,
int  attachmentIndex 
)
var Skin_getAttachmentName ( var  self,
var  slotIndex,
var  attachmentIndex 
)
local Skin_getAttachmentName ( local  self,
local  slotIndex,
local  attachmentIndex 
)
void
spine::AnimationState_setAnimationByName
( AnimationState *  self,
const char *  animationName,
intloop   
)
var
AnimationState_setAnimationByName
( var  self,
var  animationName,
var   
)
local
AnimationState_setAnimationByName
( local  self,
local  animationName,
local   
)
void spine::Slot_setAttachment ( Slot self,
Attachment *  attachment 
)
var Slot_setAttachment ( var  self,
var  attachment 
)
local Slot_setAttachment ( local  self,
local  attachment 
)
Bone* spine::Bone_create ( BoneData *  data,
Bone *  parent 
)
var Bone_create ( var  data,
var  parent 
)
local Bone_create ( local  data,
local  parent 
)
void spine::Bone_dispose ( Bone *  self)
var Bone_dispose ( var  self)
local Bone_dispose ( local  self)
SkeletonData*
spine::SkeletonData_create
( )
var SkeletonData_create ( )
local SkeletonData_create ( )
void
spine::AnimationState_setAnimation
( AnimationState *  self,
Animation *  animation,
intloop   
)
var AnimationState_setAnimation ( var  self,
var  animation,
var   
)
local AnimationState_setAnimation ( local  self,
local  animation,
local   
)
void spine::Skin_attachAll ( const Skin *  self,
struct Skeleton *  skeleton,
const Skin *  oldSkin 
)

Attach each attachment in this skin if the corresponding attachment in oldSkin is currently attached.

var Skin_attachAll ( var  self,
var  skeleton,
var  oldSkin 
)

Attach each attachment in this skin if the corresponding attachment in oldSkin is currently attached.

local Skin_attachAll ( local  self,
local  skeleton,
local  oldSkin 
)

Attach each attachment in this skin if the corresponding attachment in oldSkin is currently attached.

void spine::Slot_setAttachmentTime ( Slot self,
float  time 
)
var Slot_setAttachmentTime ( var  self,
var  time 
)
local Slot_setAttachmentTime ( local  self,
local  time 
)
void spine::SkeletonData_dispose ( SkeletonData *  self)
var SkeletonData_dispose ( var  self)
local SkeletonData_dispose ( local  self)
float spine::Slot_getAttachmentTime ( const Slot self)
var Slot_getAttachmentTime ( var  self)
local Slot_getAttachmentTime ( local  self)
RegionAttachment*
spine::RegionAttachment_create
( const char *  name)
var RegionAttachment_create ( var  name)
local RegionAttachment_create ( local  name)
void spine::Bone_setToSetupPose ( Bone *  self)
var Bone_setToSetupPose ( var  self)
local Bone_setToSetupPose ( local  self)
void spine::Slot_setToSetupPose ( Slot self)
var Slot_setToSetupPose ( var  self)
local Slot_setToSetupPose ( local  self)
void spine::Timeline_dispose ( Timeline *  self)
var Timeline_dispose ( var  self)
local Timeline_dispose ( local  self)
void spine::RegionAttachment_setUVs ( RegionAttachment *  self,
float  u,
float  v,
float  u2,
float  v2,
introtate   
)
var RegionAttachment_setUVs ( var  self,
var  u,
var  v,
var  u2,
var  v2,
var   
)
local RegionAttachment_setUVs ( local  self,
local  u,
local  v,
local  u2,
local  v2,
local   
)
Skeleton* spine::Skeleton_create ( SkeletonData *  data)
var Skeleton_create ( var  data)
local Skeleton_create ( local  data)
BoneData*
spine::SkeletonData_findBone
( const SkeletonData *  self,
const char *  boneName 
)
var SkeletonData_findBone ( var  self,
var  boneName 
)
local SkeletonData_findBone ( local  self,
local  boneName 
)
Json* spine::Json_create ( const char *  value)
var Json_create ( var  value)
local Json_create ( local  value)
void
spine::RegionAttachment_updateOffset
( RegionAttachment *  self)
var RegionAttachment_updateOffset ( var  self)
local RegionAttachment_updateOffset ( local  self)
void spine::Skeleton_dispose ( Skeleton *  self)
var Skeleton_dispose ( var  self)
local Skeleton_dispose ( local  self)
void spine::Timeline_apply ( const Timeline *  self,
struct Skeleton *  skeleton,
float  time,
float  alpha 
)
var Timeline_apply ( var  self,
var  skeleton,
var  time,
var  alpha 
)
local Timeline_apply ( local  self,
local  skeleton,
local  time,
local  alpha 
)
void
spine::Bone_updateWorldTransform
( Bone *  self,
intflipX  ,
intflipY   
)
var Bone_updateWorldTransform ( var  self,
var  ,
var   
)
local Bone_updateWorldTransform ( local  self,
local  ,
local   
)
void
spine::AnimationState_addAnimationByName
( AnimationState *  self,
const char *  animationName,
intloop  ,
float  delay 
)
Parameters
animationNameMay be 0.
delayMay be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
var
AnimationState_addAnimationByName
( var  self,
var  animationName,
var  ,
var  delay 
)
Parameters
animationNameMay be 0.
delayMay be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
local
AnimationState_addAnimationByName
( local  self,
local  animationName,
local  ,
local  delay 
)
Parameters
animationNameMay be 0.
delayMay be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
int
spine::SkeletonData_findBoneIndex
( const SkeletonData *  self,
const char *  boneName 
)
var SkeletonData_findBoneIndex ( var  self,
var  boneName 
)
local SkeletonData_findBoneIndex ( local  self,
local  boneName 
)
void
spine::RegionAttachment_computeVertices
( RegionAttachment *  self,
float  x,
float  y,
Bone *  bone,
float *  vertices 
)
var
RegionAttachment_computeVertices
( var  self,
var  x,
var  y,
var  bone,
var  vertices 
)
local
RegionAttachment_computeVertices
( local  self,
local  x,
local  y,
local  bone,
local  vertices 
)
void
spine::Skeleton_updateWorldTransform
( const Skeleton *  self)
var Skeleton_updateWorldTransform ( var  self)
local Skeleton_updateWorldTransform ( local  self)
SlotData*
spine::SkeletonData_findSlot
( const SkeletonData *  self,
const char *  slotName 
)
var SkeletonData_findSlot ( var  self,
var  slotName 
)
local SkeletonData_findSlot ( local  self,
local  slotName 
)
void spine::Json_dispose ( Json json)
var Json_dispose ( var  json)
local Json_dispose ( local  json)
int
spine::SkeletonData_findSlotIndex
( const SkeletonData *  self,
const char *  slotName 
)
var SkeletonData_findSlotIndex ( var  self,
var  slotName 
)
local SkeletonData_findSlotIndex ( local  self,
local  slotName 
)
void
spine::AnimationState_addAnimation
( AnimationState *  self,
Animation *  animation,
intloop  ,
float  delay 
)
Parameters
animationMay be 0.
delayMay be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
var AnimationState_addAnimation ( var  self,
var  animation,
var  ,
var  delay 
)
Parameters
animationMay be 0.
delayMay be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
local AnimationState_addAnimation ( local  self,
local  animation,
local  ,
local  delay 
)
Parameters
animationMay be 0.
delayMay be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
void spine::Skeleton_setToSetupPose ( const Skeleton *  self)
var Skeleton_setToSetupPose ( var  self)
local Skeleton_setToSetupPose ( local  self)
Skin* spine::SkeletonData_findSkin ( const SkeletonData *  self,
const char *  skinName 
)
var SkeletonData_findSkin ( var  self,
var  skinName 
)
local SkeletonData_findSkin ( local  self,
local  skinName 
)
void
spine::Skeleton_setBonesToSetupPose
( const Skeleton *  self)
var Skeleton_setBonesToSetupPose ( var  self)
local Skeleton_setBonesToSetupPose ( local  self)
void
spine::AnimationState_clearAnimation
( AnimationState *  self)
var AnimationState_clearAnimation ( var  self)
local AnimationState_clearAnimation ( local  self)
int spine::Json_getSize ( Json json)
var Json_getSize ( var  json)
local Json_getSize ( local  json)
void
spine::Skeleton_setSlotsToSetupPose
( const Skeleton *  self)
var Skeleton_setSlotsToSetupPose ( var  self)
local Skeleton_setSlotsToSetupPose ( local  self)
int
spine::AnimationState_isComplete
( AnimationState *  self)
var AnimationState_isComplete ( var  self)
local AnimationState_isComplete ( local  self)
AtlasPage* spine::AtlasPage_create ( const char *  name)
var AtlasPage_create ( var  name)
local AtlasPage_create ( local  name)
Animation*
spine::SkeletonData_findAnimation
( const SkeletonData *  self,
const char *  animationName 
)
var SkeletonData_findAnimation ( var  self,
var  animationName 
)
local SkeletonData_findAnimation ( local  self,
local  animationName 
)
void spine::AtlasPage_dispose ( AtlasPage *  self)
var AtlasPage_dispose ( var  self)
local AtlasPage_dispose ( local  self)
Json* spine::Json_getItemAt ( Json json,
int  item 
)
var Json_getItemAt ( var  json,
var  item 
)
local Json_getItemAt ( local  json,
local  item 
)
Bone* spine::Skeleton_findBone ( const Skeleton *  self,
const char *  boneName 
)
var Skeleton_findBone ( var  self,
var  boneName 
)
local Skeleton_findBone ( local  self,
local  boneName 
)
void spine::CurveTimeline_setLinear ( CurveTimeline *  self,
int  frameIndex 
)
var CurveTimeline_setLinear ( var  self,
var  frameIndex 
)
local CurveTimeline_setLinear ( local  self,
local  frameIndex 
)
void
spine::CurveTimeline_setStepped
( CurveTimeline *  self,
int  frameIndex 
)
var CurveTimeline_setStepped ( var  self,
var  frameIndex 
)
local CurveTimeline_setStepped ( local  self,
local  frameIndex 
)
int spine::Skeleton_findBoneIndex ( const Skeleton *  self,
const char *  boneName 
)
var Skeleton_findBoneIndex ( var  self,
var  boneName 
)
local Skeleton_findBoneIndex ( local  self,
local  boneName 
)
Json* spine::Json_getItem ( Json json,
const char *  string 
)
var Json_getItem ( var  json,
var  string 
)
local Json_getItem ( local  json,
local  string 
)
const char* spine::Json_getString ( Json json,
const char *  name,
const char *  defaultValue 
)
var Json_getString ( var  json,
var  name,
var  defaultValue 
)
local Json_getString ( local  json,
local  name,
local  defaultValue 
)
float spine::Json_getFloat ( Json json,
const char *  name,
float  defaultValue 
)
var Json_getFloat ( var  json,
var  name,
var  defaultValue 
)
local Json_getFloat ( local  json,
local  name,
local  defaultValue 
)
Slot* spine::Skeleton_findSlot ( const Skeleton *  self,
const char *  slotName 
)
var Skeleton_findSlot ( var  self,
var  slotName 
)
local Skeleton_findSlot ( local  self,
local  slotName 
)
int spine::Json_getInt ( Json json,
const char *  name,
int  defaultValue 
)
var Json_getInt ( var  json,
var  name,
var  defaultValue 
)
local Json_getInt ( local  json,
local  name,
local  defaultValue 
)
void spine::CurveTimeline_setCurve ( CurveTimeline *  self,
int  frameIndex,
float  cx1,
float  cy1,
float  cx2,
float  cy2 
)
var CurveTimeline_setCurve ( var  self,
var  frameIndex,
var  cx1,
var  cy1,
var  cx2,
var  cy2 
)
local CurveTimeline_setCurve ( local  self,
local  frameIndex,
local  cx1,
local  cy1,
local  cx2,
local  cy2 
)
int spine::Skeleton_findSlotIndex ( const Skeleton *  self,
const char *  slotName 
)
var Skeleton_findSlotIndex ( var  self,
var  slotName 
)
local Skeleton_findSlotIndex ( local  self,
local  slotName 
)
float
spine::CurveTimeline_getCurvePercent
( const CurveTimeline *  self,
int  frameIndex,
float  percent 
)
var CurveTimeline_getCurvePercent ( var  self,
var  frameIndex,
var  percent 
)
local CurveTimeline_getCurvePercent ( local  self,
local  frameIndex,
local  percent 
)
const char* spine::Json_getError ( void  )
var Json_getError (   )
local Json_getError (   )
void spine::Skeleton_setSkin ( Skeleton *  self,
Skin *  skin 
)
int spine::Skeleton_setSkinByName ( Skeleton *  self,
const char *  skinName 
)
var Skeleton_setSkinByName ( var  self,
var  skinName 
)
local Skeleton_setSkinByName ( local  self,
local  skinName 
)
RotateTimeline*
spine::RotateTimeline_create
( int  frameCount)
var RotateTimeline_create ( var  frameCount)
local RotateTimeline_create ( local  frameCount)
Attachment*
spine::Skeleton_getAttachmentForSlotName
( const Skeleton *  self,
const char *  slotName,
const char *  attachmentName 
)
var
Skeleton_getAttachmentForSlotName
( var  self,
var  slotName,
var  attachmentName 
)
local
Skeleton_getAttachmentForSlotName
( local  self,
local  slotName,
local  attachmentName 
)
Attachment*
spine::Skeleton_getAttachmentForSlotIndex
( const Skeleton *  self,
int  slotIndex,
const char *  attachmentName 
)
var
Skeleton_getAttachmentForSlotIndex
( var  self,
var  slotIndex,
var  attachmentName 
)
local
Skeleton_getAttachmentForSlotIndex
( local  self,
local  slotIndex,
local  attachmentName 
)
void spine::RotateTimeline_setFrame ( RotateTimeline self,
int  frameIndex,
float  time,
float  angle 
)
var RotateTimeline_setFrame ( var  self,
var  frameIndex,
var  time,
var  angle 
)
local RotateTimeline_setFrame ( local  self,
local  frameIndex,
local  time,
local  angle 
)
AtlasRegion*
spine::AtlasRegion_create
( )
var AtlasRegion_create ( )
local AtlasRegion_create ( )
void spine::AtlasRegion_dispose ( AtlasRegion *  self)
var AtlasRegion_dispose ( var  self)
local AtlasRegion_dispose ( local  self)
int spine::Skeleton_setAttachment ( Skeleton *  self,
const char *  slotName,
const char *  attachmentName 
)
var Skeleton_setAttachment ( var  self,
var  slotName,
var  attachmentName 
)
local Skeleton_setAttachment ( local  self,
local  slotName,
local  attachmentName 
)
void spine::Skeleton_update ( Skeleton *  self,
float  deltaTime 
)
var Skeleton_update ( var  self,
var  deltaTime 
)
local Skeleton_update ( local  self,
local  deltaTime 
)
TranslateTimeline*
spine::TranslateTimeline_create
( int  frameCount)
var TranslateTimeline_create ( var  frameCount)
local TranslateTimeline_create ( local  frameCount)
void
spine::TranslateTimeline_setFrame
( TranslateTimeline *  self,
int  frameIndex,
float  time,
float  x,
float  y 
)
var TranslateTimeline_setFrame ( var  self,
var  frameIndex,
var  time,
var  x,
var  y 
)
local TranslateTimeline_setFrame ( local  self,
local  frameIndex,
local  time,
local  x,
local  y 
)
Atlas* spine::Atlas_readAtlas ( const char *  data,
int  length,
const char *  dir 
)
var Atlas_readAtlas ( var  data,
var  length,
var  dir 
)
local Atlas_readAtlas ( local  data,
local  length,
local  dir 
)
void
spine::_AtlasPage_createTexture
( AtlasPage *  self,
const char *  path 
)
var _AtlasPage_createTexture ( var  self,
var  path 
)
local _AtlasPage_createTexture ( local  self,
local  path 
)
Atlas* spine::Atlas_readAtlasFile ( const char *  path)
var Atlas_readAtlasFile ( var  path)
local Atlas_readAtlasFile ( local  path)
ScaleTimeline*
spine::ScaleTimeline_create
( int  frameCount)
var ScaleTimeline_create ( var  frameCount)
local ScaleTimeline_create ( local  frameCount)
void
spine::_AtlasPage_disposeTexture
( AtlasPage *  self)
var _AtlasPage_disposeTexture ( var  self)
local _AtlasPage_disposeTexture ( local  self)
char* spine::_Util_readFile ( const char *  path,
int *  length 
)
var _Util_readFile ( var  path,
var  length 
)
local _Util_readFile ( local  path,
local  length 
)
void spine::Atlas_dispose ( Atlas *  atlas)
var Atlas_dispose ( var  atlas)
local Atlas_dispose ( local  atlas)
void spine::ScaleTimeline_setFrame ( ScaleTimeline *  self,
int  frameIndex,
float  time,
float  x,
float  y 
)
var ScaleTimeline_setFrame ( var  self,
var  frameIndex,
var  time,
var  x,
var  y 
)
local ScaleTimeline_setFrame ( local  self,
local  frameIndex,
local  time,
local  x,
local  y 
)
AtlasRegion*
spine::Atlas_findRegion
( const Atlas *  self,
const char *  name 
)
var Atlas_findRegion ( var  self,
var  name 
)
local Atlas_findRegion ( local  self,
local  name 
)
void* spine::_malloc ( size_t  size)
var _malloc ( var  size)
local _malloc ( local  size)
void* spine::_calloc ( size_t  num,
size_t  size 
)
var _calloc ( var  num,
var  size 
)
local _calloc ( local  num,
local  size 
)
void spine::_free ( void *  ptr)
var _free ( var  ptr)
local _free ( local  ptr)
void spine::_setMalloc ( void *(*)(size_t size _malloc)
var _setMalloc ( var  _malloc)
local _setMalloc ( local  _malloc)
void spine::_setFree ( void(*)(void *ptr)  _free)
var _setFree ( var  _free)
local _setFree ( local  _free)
ColorTimeline*
spine::ColorTimeline_create
( int  frameCount)
var ColorTimeline_create ( var  frameCount)
local ColorTimeline_create ( local  frameCount)
char* spine::_readFile ( const char *  path,
int *  length 
)
var _readFile ( var  path,
var  length 
)
local _readFile ( local  path,
local  length 
)
void spine::ColorTimeline_setFrame ( ColorTimeline *  self,
int  frameIndex,
float  time,
float  r,
float  g,
float  b,
float  a 
)
var ColorTimeline_setFrame ( var  self,
var  frameIndex,
var  time,
var  r,
var  g,
var  b,
var  a 
)
local ColorTimeline_setFrame ( local  self,
local  frameIndex,
local  time,
local  r,
local  g,
local  b,
local  a 
)
void spine::_AttachmentLoader_init ( AttachmentLoader *  self,
void(*)(AttachmentLoader *self)  dispose,
Attachment *(*)(AttachmentLoader *self, Skin *skin, AttachmentType type, const char *name)  newAttachment 
)
var _AttachmentLoader_init ( var  self,
var  dispose,
var  newAttachment 
)
local _AttachmentLoader_init ( local  self,
local  dispose,
local  newAttachment 
)
void
spine::_AttachmentLoader_deinit
( AttachmentLoader *  self)
var _AttachmentLoader_deinit ( var  self)
local _AttachmentLoader_deinit ( local  self)
void
spine::_AttachmentLoader_setError
( AttachmentLoader *  self,
const char *  error1,
const char *  error2 
)
var _AttachmentLoader_setError ( var  self,
var  error1,
var  error2 
)
local _AttachmentLoader_setError ( local  self,
local  error1,
local  error2 
)
void
spine::_AttachmentLoader_setUnknownTypeError
( AttachmentLoader *  self,
AttachmentType  type 
)
var
_AttachmentLoader_setUnknownTypeError
( var  self,
var  type 
)
local
_AttachmentLoader_setUnknownTypeError
( local  self,
local  type 
)
AttachmentTimeline*
spine::AttachmentTimeline_create
( int  frameCount)
var AttachmentTimeline_create ( var  frameCount)
local AttachmentTimeline_create ( local  frameCount)
void spine::_Attachment_init ( Attachment *  self,
const char *  name,
AttachmentType  type,
void(*)(Attachment *self)  dispose 
)
var _Attachment_init ( var  self,
var  name,
var  type,
var  dispose 
)
local _Attachment_init ( local  self,
local  name,
local  type,
local  dispose 
)
void spine::_Attachment_deinit ( Attachment *  self)
var _Attachment_deinit ( var  self)
local _Attachment_deinit ( local  self)
void
spine::AttachmentTimeline_setFrame
( AttachmentTimeline *  self,
int  frameIndex,
float  time,
const char *  attachmentName 
)
var AttachmentTimeline_setFrame ( var  self,
var  frameIndex,
var  time,
var  attachmentName 
)
local AttachmentTimeline_setFrame ( local  self,
local  frameIndex,
local  time,
local  attachmentName 
)
void spine::_Timeline_init ( Timeline *  self,
void(*)(Timeline *self)  dispose,
void(*)(const Timeline *self, Skeleton *skeleton, float time, float alpha)  apply 
)
var _Timeline_init ( var  self,
var  dispose,
var  apply 
)
local _Timeline_init ( local  self,
local  dispose,
local  apply 
)
void spine::_Timeline_deinit ( Timeline *  self)
var _Timeline_deinit ( var  self)
local _Timeline_deinit ( local  self)
void spine::_CurveTimeline_init ( CurveTimeline *  self,
int  frameCount,
void(*)(Timeline *self)  dispose,
void(*)(const Timeline *self, Skeleton *skeleton, float time, float alpha)  apply 
)
var _CurveTimeline_init ( var  self,
var  frameCount,
var  dispose,
var  apply 
)
local _CurveTimeline_init ( local  self,
local  frameCount,
local  dispose,
local  apply 
)
void spine::_CurveTimeline_deinit ( CurveTimeline *  self)
var _CurveTimeline_deinit ( var  self)
local _CurveTimeline_deinit ( local  self)