@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
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TypeScript
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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 { Attachment } from "./attachments/Attachment.js";
import { BoneData } from "./BoneData.js";
import { ConstraintData } from "./ConstraintData.js";
import { Skeleton } from "./Skeleton.js";
import { Color, StringMap } from "./Utils.js";
/** Stores an entry in the skin consisting of the slot index, name, and attachment **/
export declare class SkinEntry {
slotIndex: number;
name: string;
attachment: Attachment;
constructor(slotIndex: number | undefined, name: string, attachment: Attachment);
}
/** Stores attachments by slot index and attachment name.
*
* See SkeletonData {@link SkeletonData#defaultSkin}, Skeleton {@link Skeleton#skin}, and
* [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. */
export declare class Skin {
/** The skin's name, which is unique across all skins in the skeleton. */
name: string;
attachments: StringMap<Attachment>[];
bones: BoneData[];
constraints: ConstraintData[];
/** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */
color: Color;
constructor(name: string);
/** Adds an attachment to the skin for the specified slot index and name. */
setAttachment(slotIndex: number, name: string, attachment: Attachment): void;
/** Adds all attachments, bones, and constraints from the specified skin to this skin. */
addSkin(skin: Skin): void;
/** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
* copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
copySkin(skin: Skin): void;
/** Returns the attachment for the specified slot index and name, or null. */
getAttachment(slotIndex: number, name: string): Attachment | null;
/** Removes the attachment in the skin for the specified slot index and name, if any. */
removeAttachment(slotIndex: number, name: string): void;
/** Returns all attachments in this skin. */
getAttachments(): Array<SkinEntry>;
/** Returns all attachments in this skin for the specified slot index. */
getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void;
/** Clears all attachments, bones, and constraints. */
clear(): void;
/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
attachAll(skeleton: Skeleton, oldSkin: Skin): void;
}