SpineDartBindings class

Bindings for Spine C headers.

Regenerate bindings with dart run ffigen --config ffigen.yaml.

Constructors

SpineDartBindings(DynamicLibrary dynamicLibrary)
The symbols are looked up in dynamicLibrary.
SpineDartBindings.fromLookup(Pointer<T> lookup<T extends NativeType>(String symbolName))
The symbols are looked up with lookup.

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
spine_alpha_timeline_apply(spine_alpha_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_alpha_timeline_cast_to_curve_timeline(spine_alpha_timeline obj) spine_curve_timeline
spine_alpha_timeline_cast_to_curve_timeline1(spine_alpha_timeline obj) spine_curve_timeline1
Upcast functions (derived to base) - always safe
spine_alpha_timeline_cast_to_slot_timeline(spine_alpha_timeline obj) spine_slot_timeline
spine_alpha_timeline_cast_to_timeline(spine_alpha_timeline obj) spine_timeline
spine_alpha_timeline_create(int frameCount, int bezierCount, int slotIndex) spine_alpha_timeline
spine_alpha_timeline_dispose(spine_alpha_timeline self) → void
spine_alpha_timeline_get_absolute_value_1(spine_alpha_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_alpha_timeline_get_absolute_value_2(spine_alpha_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_alpha_timeline_get_bezier_value(spine_alpha_timeline self, double time, int frame, int valueOffset, int i) double
spine_alpha_timeline_get_curve_value(spine_alpha_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_alpha_timeline_get_curves(spine_alpha_timeline self) spine_array_float
spine_alpha_timeline_get_duration(spine_alpha_timeline self) double
spine_alpha_timeline_get_frame_count(spine_alpha_timeline self) int
spine_alpha_timeline_get_frame_entries(spine_alpha_timeline self) int
spine_alpha_timeline_get_frames(spine_alpha_timeline self) spine_array_float
spine_alpha_timeline_get_property_ids(spine_alpha_timeline self) spine_array_property_id
spine_alpha_timeline_get_relative_value(spine_alpha_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_alpha_timeline_get_rtti(spine_alpha_timeline self) spine_rtti
spine_alpha_timeline_get_scale_value(spine_alpha_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_alpha_timeline_get_slot_index(spine_alpha_timeline self) int
spine_alpha_timeline_rtti() spine_rtti
spine_alpha_timeline_set_bezier(spine_alpha_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_alpha_timeline_set_frame(spine_alpha_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_alpha_timeline_set_linear(spine_alpha_timeline self, int frame) → void
spine_alpha_timeline_set_slot_index(spine_alpha_timeline self, int inValue) → void
spine_alpha_timeline_set_stepped(spine_alpha_timeline self, int frame) → void
spine_animation_apply(spine_animation self, spine_skeleton skeleton, double lastTime, double time, bool loop, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
Applies the animation's timelines to the specified skeleton.
spine_animation_create(Pointer<Char> name, spine_array_timeline timelines, double duration) spine_animation
spine_animation_dispose(spine_animation self) → void
spine_animation_get_bones(spine_animation self) spine_array_int
The bone indices affected by this animation.
spine_animation_get_duration(spine_animation self) double
The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is used to know when it has completed and when it should loop back to the start.
spine_animation_get_name(spine_animation self) → Pointer<Char>
The animation's name, which is unique across all animations in the skeleton.
spine_animation_get_timelines(spine_animation self) spine_array_timeline
If the returned array or the timelines it contains are modified, setTimelines() must be called.
spine_animation_has_timeline(spine_animation self, spine_array_property_id ids) bool
Returns true if this animation contains a timeline with any of the specified property IDs.
spine_animation_search_1(spine_array_float values, double target) int
@param target After the first and before the last entry.
spine_animation_search_2(spine_array_float values, double target, int step) int
spine_animation_set_duration(spine_animation self, double inValue) → void
spine_animation_set_timelines(spine_animation self, spine_array_timeline timelines) → void
spine_animation_state_add_animation_1(spine_animation_state self, int trackIndex, Pointer<Char> animationName, bool loop, double delay) spine_track_entry
Queues an animation by name.
spine_animation_state_add_animation_2(spine_animation_state self, int trackIndex, spine_animation animation, bool loop, double delay) spine_track_entry
Adds an animation to be played delay seconds after the current or last queued animation for a track. If the track has no entries, this is equivalent to calling setAnimation.
spine_animation_state_add_empty_animation(spine_animation_state self, int trackIndex, double mixDuration, double delay) spine_track_entry
Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's TrackEntry::getMixDuration(). If the track has no entries, it is equivalent to calling setEmptyAnimation(int, float).
spine_animation_state_apply(spine_animation_state self, spine_skeleton skeleton) bool
Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple skeletons to pose them identically.
spine_animation_state_clear_track(spine_animation_state self, int trackIndex) → void
Removes all animations from the track, leaving skeletons in their current pose.
spine_animation_state_clear_tracks(spine_animation_state self) → void
Removes all animations from all tracks, leaving skeletons in their current pose.
spine_animation_state_create(spine_animation_state_data data) spine_animation_state
spine_animation_state_data_clear(spine_animation_state_data self) → void
Removes all mixes and sets the default mix to 0.
spine_animation_state_data_create(spine_skeleton_data skeletonData) spine_animation_state_data
spine_animation_state_data_dispose(spine_animation_state_data self) → void
spine_animation_state_data_get_default_mix(spine_animation_state_data self) double
The mix duration to use when no mix duration has been specifically defined between two animations.
spine_animation_state_data_get_mix(spine_animation_state_data self, spine_animation from, spine_animation to) double
The mix duration to use when changing from the specified animation to the other, or the DefaultMix if no mix duration has been set.
spine_animation_state_data_get_skeleton_data(spine_animation_state_data self) spine_skeleton_data
The SkeletonData to look up animations when they are specified by name.
spine_animation_state_data_set_default_mix(spine_animation_state_data self, double inValue) → void
spine_animation_state_data_set_mix_1(spine_animation_state_data self, Pointer<Char> fromName, Pointer<Char> toName, double duration) → void
Sets a mix duration by animation names.
spine_animation_state_data_set_mix_2(spine_animation_state_data self, spine_animation from, spine_animation to, double duration) → void
Sets a mix duration when changing from the specified animation to the other. See TrackEntry.MixDuration.
spine_animation_state_disable_queue(spine_animation_state self) → void
spine_animation_state_dispose(spine_animation_state self) → void
spine_animation_state_dispose_track_entry(spine_animation_state self, spine_track_entry entry) → void
spine_animation_state_enable_queue(spine_animation_state self) → void
spine_animation_state_events_get_event(spine_animation_state_events events, int index) spine_event
spine_animation_state_events_get_event_type(spine_animation_state_events events, int index) int
spine_animation_state_events_get_num_events(spine_animation_state_events events) int
Animation state events functions
spine_animation_state_events_get_track_entry(spine_animation_state_events events, int index) spine_track_entry
spine_animation_state_events_reset(spine_animation_state_events events) → void
spine_animation_state_get_current(spine_animation_state self, int trackIndex) spine_track_entry
spine_animation_state_get_data(spine_animation_state self) spine_animation_state_data
The AnimationStateData to look up mix durations.
spine_animation_state_get_manual_track_entry_disposal(spine_animation_state self) bool
spine_animation_state_get_renderer_object(spine_animation_state self) → Pointer<Void>
spine_animation_state_get_time_scale(spine_animation_state self) double
Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or faster. Defaults to 1.
spine_animation_state_get_tracks(spine_animation_state self) spine_array_track_entry
The list of tracks that have had animations, which may contain null entries for tracks that currently have no animation.
spine_animation_state_set_animation_1(spine_animation_state self, int trackIndex, Pointer<Char> animationName, bool loop) spine_track_entry
Sets an animation by name.
spine_animation_state_set_animation_2(spine_animation_state self, int trackIndex, spine_animation animation, bool loop) spine_track_entry
Sets the current animation for a track, discarding any queued animations.
spine_animation_state_set_empty_animation(spine_animation_state self, int trackIndex, double mixDuration) spine_track_entry
Sets an empty animation for a track, discarding any queued animations, and sets the track entry's TrackEntry::getMixDuration(). An empty animation has no timelines and serves as a placeholder for mixing in or out.
spine_animation_state_set_empty_animations(spine_animation_state self, double mixDuration) → void
Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.
spine_animation_state_set_listener(spine_animation_state state, spine_animation_state_listener listener, Pointer<Void> user_data) → void
spine_animation_state_set_manual_track_entry_disposal(spine_animation_state self, bool inValue) → void
spine_animation_state_set_time_scale(spine_animation_state self, double inValue) → void
spine_animation_state_update(spine_animation_state self, double delta) → void
Increments each track entry TrackEntry::getTrackTime(), setting queued animations as current if needed.
spine_array_animation_add(spine_array_animation array, spine_animation inValue) → void
spine_array_animation_add_all(spine_array_animation array, spine_array_animation inValue) → void
spine_array_animation_buffer(spine_array_animation array) → Pointer<spine_animation>
spine_array_animation_clear(spine_array_animation array) → void
spine_array_animation_clear_and_add_all(spine_array_animation array, spine_array_animation inValue) → void
spine_array_animation_contains(spine_array_animation array, spine_animation inValue) bool
spine_array_animation_create() spine_array_animation
spine_array_animation_create_with_capacity(int initialCapacity) spine_array_animation
spine_array_animation_dispose(spine_array_animation array) → void
spine_array_animation_ensure_capacity(spine_array_animation array, int newCapacity) → void
spine_array_animation_get_capacity(spine_array_animation array) int
spine_array_animation_index_of(spine_array_animation array, spine_animation inValue) int
spine_array_animation_remove_at(spine_array_animation array, int inIndex) → void
spine_array_animation_set_size(spine_array_animation array, int newSize, spine_animation defaultValue) spine_array_animation
spine_array_animation_size(spine_array_animation array) int
spine_array_atlas_page_add(spine_array_atlas_page array, spine_atlas_page inValue) → void
spine_array_atlas_page_add_all(spine_array_atlas_page array, spine_array_atlas_page inValue) → void
spine_array_atlas_page_buffer(spine_array_atlas_page array) → Pointer<spine_atlas_page>
spine_array_atlas_page_clear(spine_array_atlas_page array) → void
spine_array_atlas_page_clear_and_add_all(spine_array_atlas_page array, spine_array_atlas_page inValue) → void
spine_array_atlas_page_contains(spine_array_atlas_page array, spine_atlas_page inValue) bool
spine_array_atlas_page_create() spine_array_atlas_page
spine_array_atlas_page_create_with_capacity(int initialCapacity) spine_array_atlas_page
spine_array_atlas_page_dispose(spine_array_atlas_page array) → void
spine_array_atlas_page_ensure_capacity(spine_array_atlas_page array, int newCapacity) → void
spine_array_atlas_page_get_capacity(spine_array_atlas_page array) int
spine_array_atlas_page_index_of(spine_array_atlas_page array, spine_atlas_page inValue) int
spine_array_atlas_page_remove_at(spine_array_atlas_page array, int inIndex) → void
spine_array_atlas_page_set_size(spine_array_atlas_page array, int newSize, spine_atlas_page defaultValue) spine_array_atlas_page
spine_array_atlas_page_size(spine_array_atlas_page array) int
spine_array_atlas_region_add(spine_array_atlas_region array, spine_atlas_region inValue) → void
spine_array_atlas_region_add_all(spine_array_atlas_region array, spine_array_atlas_region inValue) → void
spine_array_atlas_region_buffer(spine_array_atlas_region array) → Pointer<spine_atlas_region>
spine_array_atlas_region_clear(spine_array_atlas_region array) → void
spine_array_atlas_region_clear_and_add_all(spine_array_atlas_region array, spine_array_atlas_region inValue) → void
spine_array_atlas_region_contains(spine_array_atlas_region array, spine_atlas_region inValue) bool
spine_array_atlas_region_create() spine_array_atlas_region
spine_array_atlas_region_create_with_capacity(int initialCapacity) spine_array_atlas_region
spine_array_atlas_region_dispose(spine_array_atlas_region array) → void
spine_array_atlas_region_ensure_capacity(spine_array_atlas_region array, int newCapacity) → void
spine_array_atlas_region_get_capacity(spine_array_atlas_region array) int
spine_array_atlas_region_index_of(spine_array_atlas_region array, spine_atlas_region inValue) int
spine_array_atlas_region_remove_at(spine_array_atlas_region array, int inIndex) → void
spine_array_atlas_region_set_size(spine_array_atlas_region array, int newSize, spine_atlas_region defaultValue) spine_array_atlas_region
spine_array_atlas_region_size(spine_array_atlas_region array) int
spine_array_attachment_add(spine_array_attachment array, spine_attachment inValue) → void
spine_array_attachment_add_all(spine_array_attachment array, spine_array_attachment inValue) → void
spine_array_attachment_buffer(spine_array_attachment array) → Pointer<spine_attachment>
spine_array_attachment_clear(spine_array_attachment array) → void
spine_array_attachment_clear_and_add_all(spine_array_attachment array, spine_array_attachment inValue) → void
spine_array_attachment_contains(spine_array_attachment array, spine_attachment inValue) bool
spine_array_attachment_create() spine_array_attachment
spine_array_attachment_create_with_capacity(int initialCapacity) spine_array_attachment
spine_array_attachment_dispose(spine_array_attachment array) → void
spine_array_attachment_ensure_capacity(spine_array_attachment array, int newCapacity) → void
spine_array_attachment_get_capacity(spine_array_attachment array) int
spine_array_attachment_index_of(spine_array_attachment array, spine_attachment inValue) int
spine_array_attachment_remove_at(spine_array_attachment array, int inIndex) → void
spine_array_attachment_set_size(spine_array_attachment array, int newSize, spine_attachment defaultValue) spine_array_attachment
spine_array_attachment_size(spine_array_attachment array) int
spine_array_bone_add(spine_array_bone array, spine_bone inValue) → void
spine_array_bone_add_all(spine_array_bone array, spine_array_bone inValue) → void
spine_array_bone_buffer(spine_array_bone array) → Pointer<spine_bone>
spine_array_bone_clear(spine_array_bone array) → void
spine_array_bone_clear_and_add_all(spine_array_bone array, spine_array_bone inValue) → void
spine_array_bone_contains(spine_array_bone array, spine_bone inValue) bool
spine_array_bone_create() spine_array_bone
spine_array_bone_create_with_capacity(int initialCapacity) spine_array_bone
spine_array_bone_data_add(spine_array_bone_data array, spine_bone_data inValue) → void
spine_array_bone_data_add_all(spine_array_bone_data array, spine_array_bone_data inValue) → void
spine_array_bone_data_buffer(spine_array_bone_data array) → Pointer<spine_bone_data>
spine_array_bone_data_clear(spine_array_bone_data array) → void
spine_array_bone_data_clear_and_add_all(spine_array_bone_data array, spine_array_bone_data inValue) → void
spine_array_bone_data_contains(spine_array_bone_data array, spine_bone_data inValue) bool
spine_array_bone_data_create() spine_array_bone_data
spine_array_bone_data_create_with_capacity(int initialCapacity) spine_array_bone_data
spine_array_bone_data_dispose(spine_array_bone_data array) → void
spine_array_bone_data_ensure_capacity(spine_array_bone_data array, int newCapacity) → void
spine_array_bone_data_get_capacity(spine_array_bone_data array) int
spine_array_bone_data_index_of(spine_array_bone_data array, spine_bone_data inValue) int
spine_array_bone_data_remove_at(spine_array_bone_data array, int inIndex) → void
spine_array_bone_data_set_size(spine_array_bone_data array, int newSize, spine_bone_data defaultValue) spine_array_bone_data
spine_array_bone_data_size(spine_array_bone_data array) int
spine_array_bone_dispose(spine_array_bone array) → void
spine_array_bone_ensure_capacity(spine_array_bone array, int newCapacity) → void
spine_array_bone_get_capacity(spine_array_bone array) int
spine_array_bone_index_of(spine_array_bone array, spine_bone inValue) int
spine_array_bone_pose_add(spine_array_bone_pose array, spine_bone_pose inValue) → void
spine_array_bone_pose_add_all(spine_array_bone_pose array, spine_array_bone_pose inValue) → void
spine_array_bone_pose_buffer(spine_array_bone_pose array) → Pointer<spine_bone_pose>
spine_array_bone_pose_clear(spine_array_bone_pose array) → void
spine_array_bone_pose_clear_and_add_all(spine_array_bone_pose array, spine_array_bone_pose inValue) → void
spine_array_bone_pose_contains(spine_array_bone_pose array, spine_bone_pose inValue) bool
spine_array_bone_pose_create() spine_array_bone_pose
spine_array_bone_pose_create_with_capacity(int initialCapacity) spine_array_bone_pose
spine_array_bone_pose_dispose(spine_array_bone_pose array) → void
spine_array_bone_pose_ensure_capacity(spine_array_bone_pose array, int newCapacity) → void
spine_array_bone_pose_get_capacity(spine_array_bone_pose array) int
spine_array_bone_pose_index_of(spine_array_bone_pose array, spine_bone_pose inValue) int
spine_array_bone_pose_remove_at(spine_array_bone_pose array, int inIndex) → void
spine_array_bone_pose_set_size(spine_array_bone_pose array, int newSize, spine_bone_pose defaultValue) spine_array_bone_pose
spine_array_bone_pose_size(spine_array_bone_pose array) int
spine_array_bone_remove_at(spine_array_bone array, int inIndex) → void
spine_array_bone_set_size(spine_array_bone array, int newSize, spine_bone defaultValue) spine_array_bone
spine_array_bone_size(spine_array_bone array) int
spine_array_bounding_box_attachment_add(spine_array_bounding_box_attachment array, spine_bounding_box_attachment inValue) → void
spine_array_bounding_box_attachment_add_all(spine_array_bounding_box_attachment array, spine_array_bounding_box_attachment inValue) → void
spine_array_bounding_box_attachment_buffer(spine_array_bounding_box_attachment array) → Pointer<spine_bounding_box_attachment>
spine_array_bounding_box_attachment_clear(spine_array_bounding_box_attachment array) → void
spine_array_bounding_box_attachment_clear_and_add_all(spine_array_bounding_box_attachment array, spine_array_bounding_box_attachment inValue) → void
spine_array_bounding_box_attachment_contains(spine_array_bounding_box_attachment array, spine_bounding_box_attachment inValue) bool
spine_array_bounding_box_attachment_create() spine_array_bounding_box_attachment
spine_array_bounding_box_attachment_create_with_capacity(int initialCapacity) spine_array_bounding_box_attachment
spine_array_bounding_box_attachment_dispose(spine_array_bounding_box_attachment array) → void
spine_array_bounding_box_attachment_ensure_capacity(spine_array_bounding_box_attachment array, int newCapacity) → void
spine_array_bounding_box_attachment_get_capacity(spine_array_bounding_box_attachment array) int
spine_array_bounding_box_attachment_index_of(spine_array_bounding_box_attachment array, spine_bounding_box_attachment inValue) int
spine_array_bounding_box_attachment_remove_at(spine_array_bounding_box_attachment array, int inIndex) → void
spine_array_bounding_box_attachment_set_size(spine_array_bounding_box_attachment array, int newSize, spine_bounding_box_attachment defaultValue) spine_array_bounding_box_attachment
spine_array_bounding_box_attachment_size(spine_array_bounding_box_attachment array) int
spine_array_constraint_add(spine_array_constraint array, spine_constraint inValue) → void
spine_array_constraint_add_all(spine_array_constraint array, spine_array_constraint inValue) → void
spine_array_constraint_buffer(spine_array_constraint array) → Pointer<spine_constraint>
spine_array_constraint_clear(spine_array_constraint array) → void
spine_array_constraint_clear_and_add_all(spine_array_constraint array, spine_array_constraint inValue) → void
spine_array_constraint_contains(spine_array_constraint array, spine_constraint inValue) bool
spine_array_constraint_create() spine_array_constraint
spine_array_constraint_create_with_capacity(int initialCapacity) spine_array_constraint
spine_array_constraint_data_add(spine_array_constraint_data array, spine_constraint_data inValue) → void
spine_array_constraint_data_add_all(spine_array_constraint_data array, spine_array_constraint_data inValue) → void
spine_array_constraint_data_buffer(spine_array_constraint_data array) → Pointer<spine_constraint_data>
spine_array_constraint_data_clear(spine_array_constraint_data array) → void
spine_array_constraint_data_clear_and_add_all(spine_array_constraint_data array, spine_array_constraint_data inValue) → void
spine_array_constraint_data_contains(spine_array_constraint_data array, spine_constraint_data inValue) bool
spine_array_constraint_data_create() spine_array_constraint_data
spine_array_constraint_data_create_with_capacity(int initialCapacity) spine_array_constraint_data
spine_array_constraint_data_dispose(spine_array_constraint_data array) → void
spine_array_constraint_data_ensure_capacity(spine_array_constraint_data array, int newCapacity) → void
spine_array_constraint_data_get_capacity(spine_array_constraint_data array) int
spine_array_constraint_data_index_of(spine_array_constraint_data array, spine_constraint_data inValue) int
spine_array_constraint_data_remove_at(spine_array_constraint_data array, int inIndex) → void
spine_array_constraint_data_set_size(spine_array_constraint_data array, int newSize, spine_constraint_data defaultValue) spine_array_constraint_data
spine_array_constraint_data_size(spine_array_constraint_data array) int
spine_array_constraint_dispose(spine_array_constraint array) → void
spine_array_constraint_ensure_capacity(spine_array_constraint array, int newCapacity) → void
spine_array_constraint_get_capacity(spine_array_constraint array) int
spine_array_constraint_index_of(spine_array_constraint array, spine_constraint inValue) int
spine_array_constraint_remove_at(spine_array_constraint array, int inIndex) → void
spine_array_constraint_set_size(spine_array_constraint array, int newSize, spine_constraint defaultValue) spine_array_constraint
spine_array_constraint_size(spine_array_constraint array) int
spine_array_event_add(spine_array_event array, spine_event inValue) → void
spine_array_event_add_all(spine_array_event array, spine_array_event inValue) → void
spine_array_event_buffer(spine_array_event array) → Pointer<spine_event>
spine_array_event_clear(spine_array_event array) → void
spine_array_event_clear_and_add_all(spine_array_event array, spine_array_event inValue) → void
spine_array_event_contains(spine_array_event array, spine_event inValue) bool
spine_array_event_create() spine_array_event
spine_array_event_create_with_capacity(int initialCapacity) spine_array_event
spine_array_event_data_add(spine_array_event_data array, spine_event_data inValue) → void
spine_array_event_data_add_all(spine_array_event_data array, spine_array_event_data inValue) → void
spine_array_event_data_buffer(spine_array_event_data array) → Pointer<spine_event_data>
spine_array_event_data_clear(spine_array_event_data array) → void
spine_array_event_data_clear_and_add_all(spine_array_event_data array, spine_array_event_data inValue) → void
spine_array_event_data_contains(spine_array_event_data array, spine_event_data inValue) bool
spine_array_event_data_create() spine_array_event_data
spine_array_event_data_create_with_capacity(int initialCapacity) spine_array_event_data
spine_array_event_data_dispose(spine_array_event_data array) → void
spine_array_event_data_ensure_capacity(spine_array_event_data array, int newCapacity) → void
spine_array_event_data_get_capacity(spine_array_event_data array) int
spine_array_event_data_index_of(spine_array_event_data array, spine_event_data inValue) int
spine_array_event_data_remove_at(spine_array_event_data array, int inIndex) → void
spine_array_event_data_set_size(spine_array_event_data array, int newSize, spine_event_data defaultValue) spine_array_event_data
spine_array_event_data_size(spine_array_event_data array) int
spine_array_event_dispose(spine_array_event array) → void
spine_array_event_ensure_capacity(spine_array_event array, int newCapacity) → void
spine_array_event_get_capacity(spine_array_event array) int
spine_array_event_index_of(spine_array_event array, spine_event inValue) int
spine_array_event_remove_at(spine_array_event array, int inIndex) → void
spine_array_event_set_size(spine_array_event array, int newSize, spine_event defaultValue) spine_array_event
spine_array_event_size(spine_array_event array) int
spine_array_float_add(spine_array_float array, double inValue) → void
spine_array_float_add_all(spine_array_float array, spine_array_float inValue) → void
spine_array_float_buffer(spine_array_float array) → Pointer<Float>
spine_array_float_clear(spine_array_float array) → void
spine_array_float_clear_and_add_all(spine_array_float array, spine_array_float inValue) → void
spine_array_float_contains(spine_array_float array, double inValue) bool
spine_array_float_create() spine_array_float
spine_array_float_create_with_capacity(int initialCapacity) spine_array_float
spine_array_float_dispose(spine_array_float array) → void
spine_array_float_ensure_capacity(spine_array_float array, int newCapacity) → void
spine_array_float_get_capacity(spine_array_float array) int
spine_array_float_index_of(spine_array_float array, double inValue) int
spine_array_float_remove_at(spine_array_float array, int inIndex) → void
spine_array_float_set_size(spine_array_float array, int newSize, double defaultValue) spine_array_float
spine_array_float_size(spine_array_float array) int
spine_array_from_property_add(spine_array_from_property array, spine_from_property inValue) → void
spine_array_from_property_add_all(spine_array_from_property array, spine_array_from_property inValue) → void
spine_array_from_property_buffer(spine_array_from_property array) → Pointer<spine_from_property>
spine_array_from_property_clear(spine_array_from_property array) → void
spine_array_from_property_clear_and_add_all(spine_array_from_property array, spine_array_from_property inValue) → void
spine_array_from_property_contains(spine_array_from_property array, spine_from_property inValue) bool
spine_array_from_property_create() spine_array_from_property
spine_array_from_property_create_with_capacity(int initialCapacity) spine_array_from_property
spine_array_from_property_dispose(spine_array_from_property array) → void
spine_array_from_property_ensure_capacity(spine_array_from_property array, int newCapacity) → void
spine_array_from_property_get_capacity(spine_array_from_property array) int
spine_array_from_property_index_of(spine_array_from_property array, spine_from_property inValue) int
spine_array_from_property_remove_at(spine_array_from_property array, int inIndex) → void
spine_array_from_property_set_size(spine_array_from_property array, int newSize, spine_from_property defaultValue) spine_array_from_property
spine_array_from_property_size(spine_array_from_property array) int
spine_array_int_add(spine_array_int array, int inValue) → void
spine_array_int_add_all(spine_array_int array, spine_array_int inValue) → void
spine_array_int_buffer(spine_array_int array) → Pointer<Int>
spine_array_int_clear(spine_array_int array) → void
spine_array_int_clear_and_add_all(spine_array_int array, spine_array_int inValue) → void
spine_array_int_contains(spine_array_int array, int inValue) bool
spine_array_int_create() spine_array_int
spine_array_int_create_with_capacity(int initialCapacity) spine_array_int
spine_array_int_dispose(spine_array_int array) → void
spine_array_int_ensure_capacity(spine_array_int array, int newCapacity) → void
spine_array_int_get_capacity(spine_array_int array) int
spine_array_int_index_of(spine_array_int array, int inValue) int
spine_array_int_remove_at(spine_array_int array, int inIndex) → void
spine_array_int_set_size(spine_array_int array, int newSize, int defaultValue) spine_array_int
spine_array_int_size(spine_array_int array) int
spine_array_physics_constraint_add(spine_array_physics_constraint array, spine_physics_constraint inValue) → void
spine_array_physics_constraint_add_all(spine_array_physics_constraint array, spine_array_physics_constraint inValue) → void
spine_array_physics_constraint_buffer(spine_array_physics_constraint array) → Pointer<spine_physics_constraint>
spine_array_physics_constraint_clear(spine_array_physics_constraint array) → void
spine_array_physics_constraint_clear_and_add_all(spine_array_physics_constraint array, spine_array_physics_constraint inValue) → void
spine_array_physics_constraint_contains(spine_array_physics_constraint array, spine_physics_constraint inValue) bool
spine_array_physics_constraint_create() spine_array_physics_constraint
spine_array_physics_constraint_create_with_capacity(int initialCapacity) spine_array_physics_constraint
spine_array_physics_constraint_dispose(spine_array_physics_constraint array) → void
spine_array_physics_constraint_ensure_capacity(spine_array_physics_constraint array, int newCapacity) → void
spine_array_physics_constraint_get_capacity(spine_array_physics_constraint array) int
spine_array_physics_constraint_index_of(spine_array_physics_constraint array, spine_physics_constraint inValue) int
spine_array_physics_constraint_remove_at(spine_array_physics_constraint array, int inIndex) → void
spine_array_physics_constraint_set_size(spine_array_physics_constraint array, int newSize, spine_physics_constraint defaultValue) spine_array_physics_constraint
spine_array_physics_constraint_size(spine_array_physics_constraint array) int
spine_array_polygon_add(spine_array_polygon array, spine_polygon inValue) → void
spine_array_polygon_add_all(spine_array_polygon array, spine_array_polygon inValue) → void
spine_array_polygon_buffer(spine_array_polygon array) → Pointer<spine_polygon>
spine_array_polygon_clear(spine_array_polygon array) → void
spine_array_polygon_clear_and_add_all(spine_array_polygon array, spine_array_polygon inValue) → void
spine_array_polygon_contains(spine_array_polygon array, spine_polygon inValue) bool
spine_array_polygon_create() spine_array_polygon
spine_array_polygon_create_with_capacity(int initialCapacity) spine_array_polygon
spine_array_polygon_dispose(spine_array_polygon array) → void
spine_array_polygon_ensure_capacity(spine_array_polygon array, int newCapacity) → void
spine_array_polygon_get_capacity(spine_array_polygon array) int
spine_array_polygon_index_of(spine_array_polygon array, spine_polygon inValue) int
spine_array_polygon_remove_at(spine_array_polygon array, int inIndex) → void
spine_array_polygon_set_size(spine_array_polygon array, int newSize, spine_polygon defaultValue) spine_array_polygon
spine_array_polygon_size(spine_array_polygon array) int
spine_array_property_id_add(spine_array_property_id array, int inValue) → void
spine_array_property_id_add_all(spine_array_property_id array, spine_array_property_id inValue) → void
spine_array_property_id_buffer(spine_array_property_id array) → Pointer<Int64>
spine_array_property_id_clear(spine_array_property_id array) → void
spine_array_property_id_clear_and_add_all(spine_array_property_id array, spine_array_property_id inValue) → void
spine_array_property_id_contains(spine_array_property_id array, int inValue) bool
spine_array_property_id_create() spine_array_property_id
spine_array_property_id_create_with_capacity(int initialCapacity) spine_array_property_id
spine_array_property_id_dispose(spine_array_property_id array) → void
spine_array_property_id_ensure_capacity(spine_array_property_id array, int newCapacity) → void
spine_array_property_id_get_capacity(spine_array_property_id array) int
spine_array_property_id_index_of(spine_array_property_id array, int inValue) int
spine_array_property_id_remove_at(spine_array_property_id array, int inIndex) → void
spine_array_property_id_set_size(spine_array_property_id array, int newSize, int defaultValue) spine_array_property_id
spine_array_property_id_size(spine_array_property_id array) int
spine_array_skin_add(spine_array_skin array, spine_skin inValue) → void
spine_array_skin_add_all(spine_array_skin array, spine_array_skin inValue) → void
spine_array_skin_buffer(spine_array_skin array) → Pointer<spine_skin>
spine_array_skin_clear(spine_array_skin array) → void
spine_array_skin_clear_and_add_all(spine_array_skin array, spine_array_skin inValue) → void
spine_array_skin_contains(spine_array_skin array, spine_skin inValue) bool
spine_array_skin_create() spine_array_skin
spine_array_skin_create_with_capacity(int initialCapacity) spine_array_skin
spine_array_skin_dispose(spine_array_skin array) → void
spine_array_skin_ensure_capacity(spine_array_skin array, int newCapacity) → void
spine_array_skin_get_capacity(spine_array_skin array) int
spine_array_skin_index_of(spine_array_skin array, spine_skin inValue) int
spine_array_skin_remove_at(spine_array_skin array, int inIndex) → void
spine_array_skin_set_size(spine_array_skin array, int newSize, spine_skin defaultValue) spine_array_skin
spine_array_skin_size(spine_array_skin array) int
spine_array_slot_add(spine_array_slot array, spine_slot inValue) → void
spine_array_slot_add_all(spine_array_slot array, spine_array_slot inValue) → void
spine_array_slot_buffer(spine_array_slot array) → Pointer<spine_slot>
spine_array_slot_clear(spine_array_slot array) → void
spine_array_slot_clear_and_add_all(spine_array_slot array, spine_array_slot inValue) → void
spine_array_slot_contains(spine_array_slot array, spine_slot inValue) bool
spine_array_slot_create() spine_array_slot
spine_array_slot_create_with_capacity(int initialCapacity) spine_array_slot
spine_array_slot_data_add(spine_array_slot_data array, spine_slot_data inValue) → void
spine_array_slot_data_add_all(spine_array_slot_data array, spine_array_slot_data inValue) → void
spine_array_slot_data_buffer(spine_array_slot_data array) → Pointer<spine_slot_data>
spine_array_slot_data_clear(spine_array_slot_data array) → void
spine_array_slot_data_clear_and_add_all(spine_array_slot_data array, spine_array_slot_data inValue) → void
spine_array_slot_data_contains(spine_array_slot_data array, spine_slot_data inValue) bool
spine_array_slot_data_create() spine_array_slot_data
spine_array_slot_data_create_with_capacity(int initialCapacity) spine_array_slot_data
spine_array_slot_data_dispose(spine_array_slot_data array) → void
spine_array_slot_data_ensure_capacity(spine_array_slot_data array, int newCapacity) → void
spine_array_slot_data_get_capacity(spine_array_slot_data array) int
spine_array_slot_data_index_of(spine_array_slot_data array, spine_slot_data inValue) int
spine_array_slot_data_remove_at(spine_array_slot_data array, int inIndex) → void
spine_array_slot_data_set_size(spine_array_slot_data array, int newSize, spine_slot_data defaultValue) spine_array_slot_data
spine_array_slot_data_size(spine_array_slot_data array) int
spine_array_slot_dispose(spine_array_slot array) → void
spine_array_slot_ensure_capacity(spine_array_slot array, int newCapacity) → void
spine_array_slot_get_capacity(spine_array_slot array) int
spine_array_slot_index_of(spine_array_slot array, spine_slot inValue) int
spine_array_slot_remove_at(spine_array_slot array, int inIndex) → void
spine_array_slot_set_size(spine_array_slot array, int newSize, spine_slot defaultValue) spine_array_slot
spine_array_slot_size(spine_array_slot array) int
spine_array_texture_region_add(spine_array_texture_region array, spine_texture_region inValue) → void
spine_array_texture_region_add_all(spine_array_texture_region array, spine_array_texture_region inValue) → void
spine_array_texture_region_buffer(spine_array_texture_region array) → Pointer<spine_texture_region>
spine_array_texture_region_clear(spine_array_texture_region array) → void
spine_array_texture_region_clear_and_add_all(spine_array_texture_region array, spine_array_texture_region inValue) → void
spine_array_texture_region_contains(spine_array_texture_region array, spine_texture_region inValue) bool
spine_array_texture_region_create() spine_array_texture_region
spine_array_texture_region_create_with_capacity(int initialCapacity) spine_array_texture_region
spine_array_texture_region_dispose(spine_array_texture_region array) → void
spine_array_texture_region_ensure_capacity(spine_array_texture_region array, int newCapacity) → void
spine_array_texture_region_get_capacity(spine_array_texture_region array) int
spine_array_texture_region_index_of(spine_array_texture_region array, spine_texture_region inValue) int
spine_array_texture_region_remove_at(spine_array_texture_region array, int inIndex) → void
spine_array_texture_region_set_size(spine_array_texture_region array, int newSize, spine_texture_region defaultValue) spine_array_texture_region
spine_array_texture_region_size(spine_array_texture_region array) int
spine_array_timeline_add(spine_array_timeline array, spine_timeline inValue) → void
spine_array_timeline_add_all(spine_array_timeline array, spine_array_timeline inValue) → void
spine_array_timeline_buffer(spine_array_timeline array) → Pointer<spine_timeline>
spine_array_timeline_clear(spine_array_timeline array) → void
spine_array_timeline_clear_and_add_all(spine_array_timeline array, spine_array_timeline inValue) → void
spine_array_timeline_contains(spine_array_timeline array, spine_timeline inValue) bool
spine_array_timeline_create() spine_array_timeline
spine_array_timeline_create_with_capacity(int initialCapacity) spine_array_timeline
spine_array_timeline_dispose(spine_array_timeline array) → void
spine_array_timeline_ensure_capacity(spine_array_timeline array, int newCapacity) → void
spine_array_timeline_get_capacity(spine_array_timeline array) int
spine_array_timeline_index_of(spine_array_timeline array, spine_timeline inValue) int
spine_array_timeline_remove_at(spine_array_timeline array, int inIndex) → void
spine_array_timeline_set_size(spine_array_timeline array, int newSize, spine_timeline defaultValue) spine_array_timeline
spine_array_timeline_size(spine_array_timeline array) int
spine_array_to_property_add(spine_array_to_property array, spine_to_property inValue) → void
spine_array_to_property_add_all(spine_array_to_property array, spine_array_to_property inValue) → void
spine_array_to_property_buffer(spine_array_to_property array) → Pointer<spine_to_property>
spine_array_to_property_clear(spine_array_to_property array) → void
spine_array_to_property_clear_and_add_all(spine_array_to_property array, spine_array_to_property inValue) → void
spine_array_to_property_contains(spine_array_to_property array, spine_to_property inValue) bool
spine_array_to_property_create() spine_array_to_property
spine_array_to_property_create_with_capacity(int initialCapacity) spine_array_to_property
spine_array_to_property_dispose(spine_array_to_property array) → void
spine_array_to_property_ensure_capacity(spine_array_to_property array, int newCapacity) → void
spine_array_to_property_get_capacity(spine_array_to_property array) int
spine_array_to_property_index_of(spine_array_to_property array, spine_to_property inValue) int
spine_array_to_property_remove_at(spine_array_to_property array, int inIndex) → void
spine_array_to_property_set_size(spine_array_to_property array, int newSize, spine_to_property defaultValue) spine_array_to_property
spine_array_to_property_size(spine_array_to_property array) int
spine_array_track_entry_add(spine_array_track_entry array, spine_track_entry inValue) → void
spine_array_track_entry_add_all(spine_array_track_entry array, spine_array_track_entry inValue) → void
spine_array_track_entry_buffer(spine_array_track_entry array) → Pointer<spine_track_entry>
spine_array_track_entry_clear(spine_array_track_entry array) → void
spine_array_track_entry_clear_and_add_all(spine_array_track_entry array, spine_array_track_entry inValue) → void
spine_array_track_entry_contains(spine_array_track_entry array, spine_track_entry inValue) bool
spine_array_track_entry_create() spine_array_track_entry
spine_array_track_entry_create_with_capacity(int initialCapacity) spine_array_track_entry
spine_array_track_entry_dispose(spine_array_track_entry array) → void
spine_array_track_entry_ensure_capacity(spine_array_track_entry array, int newCapacity) → void
spine_array_track_entry_get_capacity(spine_array_track_entry array) int
spine_array_track_entry_index_of(spine_array_track_entry array, spine_track_entry inValue) int
spine_array_track_entry_remove_at(spine_array_track_entry array, int inIndex) → void
spine_array_track_entry_set_size(spine_array_track_entry array, int newSize, spine_track_entry defaultValue) spine_array_track_entry
spine_array_track_entry_size(spine_array_track_entry array) int
spine_array_unsigned_short_add(spine_array_unsigned_short array, int inValue) → void
spine_array_unsigned_short_add_all(spine_array_unsigned_short array, spine_array_unsigned_short inValue) → void
spine_array_unsigned_short_buffer(spine_array_unsigned_short array) → Pointer<UnsignedShort>
spine_array_unsigned_short_clear(spine_array_unsigned_short array) → void
spine_array_unsigned_short_clear_and_add_all(spine_array_unsigned_short array, spine_array_unsigned_short inValue) → void
spine_array_unsigned_short_contains(spine_array_unsigned_short array, int inValue) bool
spine_array_unsigned_short_create() spine_array_unsigned_short
spine_array_unsigned_short_create_with_capacity(int initialCapacity) spine_array_unsigned_short
spine_array_unsigned_short_dispose(spine_array_unsigned_short array) → void
spine_array_unsigned_short_ensure_capacity(spine_array_unsigned_short array, int newCapacity) → void
spine_array_unsigned_short_get_capacity(spine_array_unsigned_short array) int
spine_array_unsigned_short_index_of(spine_array_unsigned_short array, int inValue) int
spine_array_unsigned_short_remove_at(spine_array_unsigned_short array, int inIndex) → void
spine_array_unsigned_short_set_size(spine_array_unsigned_short array, int newSize, int defaultValue) spine_array_unsigned_short
spine_array_unsigned_short_size(spine_array_unsigned_short array) int
spine_array_update_add(spine_array_update array, spine_update inValue) → void
spine_array_update_add_all(spine_array_update array, spine_array_update inValue) → void
spine_array_update_buffer(spine_array_update array) → Pointer<spine_update>
spine_array_update_clear(spine_array_update array) → void
spine_array_update_clear_and_add_all(spine_array_update array, spine_array_update inValue) → void
spine_array_update_contains(spine_array_update array, spine_update inValue) bool
spine_array_update_create() spine_array_update
spine_array_update_create_with_capacity(int initialCapacity) spine_array_update
spine_array_update_dispose(spine_array_update array) → void
spine_array_update_ensure_capacity(spine_array_update array, int newCapacity) → void
spine_array_update_get_capacity(spine_array_update array) int
spine_array_update_index_of(spine_array_update array, spine_update inValue) int
spine_array_update_remove_at(spine_array_update array, int inIndex) → void
spine_array_update_set_size(spine_array_update array, int newSize, spine_update defaultValue) spine_array_update
spine_array_update_size(spine_array_update array) int
spine_atlas_attachment_loader_cast_to_attachment_loader(spine_atlas_attachment_loader obj) spine_attachment_loader
spine_atlas_attachment_loader_create(spine_atlas atlas) spine_atlas_attachment_loader
spine_atlas_attachment_loader_dispose(spine_atlas_attachment_loader self) → void
spine_atlas_attachment_loader_find_region(spine_atlas_attachment_loader self, Pointer<Char> name) spine_atlas_region
spine_atlas_attachment_loader_new_bounding_box_attachment(spine_atlas_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_bounding_box_attachment
spine_atlas_attachment_loader_new_clipping_attachment(spine_atlas_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_clipping_attachment
spine_atlas_attachment_loader_new_mesh_attachment(spine_atlas_attachment_loader self, spine_skin skin, Pointer<Char> name, Pointer<Char> path, spine_sequence sequence) spine_mesh_attachment
spine_atlas_attachment_loader_new_path_attachment(spine_atlas_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_path_attachment
spine_atlas_attachment_loader_new_point_attachment(spine_atlas_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_point_attachment
spine_atlas_attachment_loader_new_region_attachment(spine_atlas_attachment_loader self, spine_skin skin, Pointer<Char> name, Pointer<Char> path, spine_sequence sequence) spine_region_attachment
spine_atlas_dispose(spine_atlas self) → void
spine_atlas_find_region(spine_atlas self, Pointer<Char> name) spine_atlas_region
spine_atlas_flip_v(spine_atlas self) → void
spine_atlas_get_pages(spine_atlas self) spine_array_atlas_page
spine_atlas_get_regions(spine_atlas self) spine_array_atlas_region
spine_atlas_load(Pointer<Char> atlasData) spine_atlas_result
Atlas functions
spine_atlas_load_callback(Pointer<Char> atlasData, Pointer<Char> atlasDir, spine_texture_loader_load_func load, spine_texture_loader_unload_func unload) spine_atlas_result
spine_atlas_page_create(Pointer<Char> inName) spine_atlas_page
spine_atlas_page_dispose(spine_atlas_page self) → void
spine_atlas_page_get_format(spine_atlas_page self) int
spine_atlas_page_get_height(spine_atlas_page self) int
spine_atlas_page_get_index(spine_atlas_page self) int
spine_atlas_page_get_mag_filter(spine_atlas_page self) int
spine_atlas_page_get_min_filter(spine_atlas_page self) int
spine_atlas_page_get_name(spine_atlas_page self) → Pointer<Char>
spine_atlas_page_get_pma(spine_atlas_page self) bool
spine_atlas_page_get_texture(spine_atlas_page self) → Pointer<Void>
spine_atlas_page_get_texture_path(spine_atlas_page self) → Pointer<Char>
spine_atlas_page_get_u_wrap(spine_atlas_page self) int
spine_atlas_page_get_v_wrap(spine_atlas_page self) int
spine_atlas_page_get_width(spine_atlas_page self) int
spine_atlas_page_set_format(spine_atlas_page self, int value) → void
spine_atlas_page_set_height(spine_atlas_page self, int value) → void
spine_atlas_page_set_index(spine_atlas_page self, int value) → void
spine_atlas_page_set_mag_filter(spine_atlas_page self, int value) → void
spine_atlas_page_set_min_filter(spine_atlas_page self, int value) → void
spine_atlas_page_set_name(spine_atlas_page self, Pointer<Char> value) → void
spine_atlas_page_set_pma(spine_atlas_page self, bool value) → void
spine_atlas_page_set_texture(spine_atlas_page self, Pointer<Void> value) → void
spine_atlas_page_set_texture_path(spine_atlas_page self, Pointer<Char> value) → void
spine_atlas_page_set_u_wrap(spine_atlas_page self, int value) → void
spine_atlas_page_set_v_wrap(spine_atlas_page self, int value) → void
spine_atlas_page_set_width(spine_atlas_page self, int value) → void
spine_atlas_region_cast_to_texture_region(spine_atlas_region obj) spine_texture_region
spine_atlas_region_create() spine_atlas_region
spine_atlas_region_dispose(spine_atlas_region self) → void
spine_atlas_region_get_degrees(spine_atlas_region self) int
spine_atlas_region_get_index(spine_atlas_region self) int
spine_atlas_region_get_name(spine_atlas_region self) → Pointer<Char>
spine_atlas_region_get_offset_x(spine_atlas_region self) double
spine_atlas_region_get_offset_y(spine_atlas_region self) double
spine_atlas_region_get_original_height(spine_atlas_region self) int
spine_atlas_region_get_original_width(spine_atlas_region self) int
spine_atlas_region_get_packed_height(spine_atlas_region self) int
spine_atlas_region_get_packed_width(spine_atlas_region self) int
spine_atlas_region_get_pads(spine_atlas_region self) spine_array_int
spine_atlas_region_get_page(spine_atlas_region self) spine_atlas_page
spine_atlas_region_get_region_height(spine_atlas_region self) int
spine_atlas_region_get_region_width(spine_atlas_region self) int
spine_atlas_region_get_renderer_object(spine_atlas_region self) → Pointer<Void>
spine_atlas_region_get_rotate(spine_atlas_region self) bool
spine_atlas_region_get_rtti(spine_atlas_region self) spine_rtti
spine_atlas_region_get_splits(spine_atlas_region self) spine_array_int
spine_atlas_region_get_u(spine_atlas_region self) double
spine_atlas_region_get_u2(spine_atlas_region self) double
spine_atlas_region_get_v(spine_atlas_region self) double
spine_atlas_region_get_v2(spine_atlas_region self) double
spine_atlas_region_get_values(spine_atlas_region self) spine_array_float
spine_atlas_region_get_x(spine_atlas_region self) int
spine_atlas_region_get_y(spine_atlas_region self) int
spine_atlas_region_rtti() spine_rtti
spine_atlas_region_set_degrees(spine_atlas_region self, int value) → void
spine_atlas_region_set_index(spine_atlas_region self, int value) → void
spine_atlas_region_set_name(spine_atlas_region self, Pointer<Char> value) → void
spine_atlas_region_set_offset_x(spine_atlas_region self, double value) → void
spine_atlas_region_set_offset_y(spine_atlas_region self, double value) → void
spine_atlas_region_set_original_height(spine_atlas_region self, int value) → void
spine_atlas_region_set_original_width(spine_atlas_region self, int value) → void
spine_atlas_region_set_packed_height(spine_atlas_region self, int value) → void
spine_atlas_region_set_packed_width(spine_atlas_region self, int value) → void
spine_atlas_region_set_pads(spine_atlas_region self, spine_array_int value) → void
spine_atlas_region_set_page(spine_atlas_region self, spine_atlas_page value) → void
spine_atlas_region_set_region_height(spine_atlas_region self, int value) → void
spine_atlas_region_set_region_width(spine_atlas_region self, int value) → void
spine_atlas_region_set_renderer_object(spine_atlas_region self, Pointer<Void> value) → void
spine_atlas_region_set_rotate(spine_atlas_region self, bool value) → void
spine_atlas_region_set_splits(spine_atlas_region self, spine_array_int value) → void
spine_atlas_region_set_u(spine_atlas_region self, double value) → void
spine_atlas_region_set_u2(spine_atlas_region self, double value) → void
spine_atlas_region_set_v(spine_atlas_region self, double value) → void
spine_atlas_region_set_v2(spine_atlas_region self, double value) → void
spine_atlas_region_set_values(spine_atlas_region self, spine_array_float value) → void
spine_atlas_region_set_x(spine_atlas_region self, int value) → void
spine_atlas_region_set_y(spine_atlas_region self, int value) → void
spine_atlas_result_dispose(spine_atlas_result result) → void
spine_atlas_result_get_atlas(spine_atlas_result result) spine_atlas
spine_atlas_result_get_error(spine_atlas_result result) → Pointer<Char>
spine_attachment_cast_to_bounding_box_attachment(spine_attachment obj) spine_bounding_box_attachment
spine_attachment_cast_to_clipping_attachment(spine_attachment obj) spine_clipping_attachment
spine_attachment_cast_to_mesh_attachment(spine_attachment obj) spine_mesh_attachment
spine_attachment_cast_to_path_attachment(spine_attachment obj) spine_path_attachment
spine_attachment_cast_to_point_attachment(spine_attachment obj) spine_point_attachment
spine_attachment_cast_to_region_attachment(spine_attachment obj) spine_region_attachment
spine_attachment_cast_to_vertex_attachment(spine_attachment obj) spine_vertex_attachment
spine_attachment_copy(spine_attachment self) spine_attachment
spine_attachment_dereference(spine_attachment self) → void
spine_attachment_dispose(spine_attachment self) → void
spine_attachment_get_name(spine_attachment self) → Pointer<Char>
spine_attachment_get_ref_count(spine_attachment self) int
spine_attachment_get_rtti(spine_attachment self) spine_rtti
spine_attachment_loader_cast_to_atlas_attachment_loader(spine_attachment_loader obj) spine_atlas_attachment_loader
spine_attachment_loader_dispose(spine_attachment_loader self) → void
spine_attachment_loader_new_bounding_box_attachment(spine_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_bounding_box_attachment
spine_attachment_loader_new_clipping_attachment(spine_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_clipping_attachment
spine_attachment_loader_new_mesh_attachment(spine_attachment_loader self, spine_skin skin, Pointer<Char> name, Pointer<Char> path, spine_sequence sequence) spine_mesh_attachment
spine_attachment_loader_new_path_attachment(spine_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_path_attachment
spine_attachment_loader_new_point_attachment(spine_attachment_loader self, spine_skin skin, Pointer<Char> name) spine_point_attachment
spine_attachment_loader_new_region_attachment(spine_attachment_loader self, spine_skin skin, Pointer<Char> name, Pointer<Char> path, spine_sequence sequence) spine_region_attachment
spine_attachment_reference(spine_attachment self) → void
spine_attachment_rtti() spine_rtti
spine_attachment_timeline_apply(spine_attachment_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_attachment_timeline_cast_to_slot_timeline(spine_attachment_timeline obj) spine_slot_timeline
spine_attachment_timeline_cast_to_timeline(spine_attachment_timeline obj) spine_timeline
spine_attachment_timeline_create(int frameCount, int slotIndex) spine_attachment_timeline
spine_attachment_timeline_dispose(spine_attachment_timeline self) → void
spine_attachment_timeline_get_duration(spine_attachment_timeline self) double
spine_attachment_timeline_get_frame_count(spine_attachment_timeline self) int
spine_attachment_timeline_get_frame_entries(spine_attachment_timeline self) int
spine_attachment_timeline_get_frames(spine_attachment_timeline self) spine_array_float
spine_attachment_timeline_get_property_ids(spine_attachment_timeline self) spine_array_property_id
spine_attachment_timeline_get_rtti(spine_attachment_timeline self) spine_rtti
spine_attachment_timeline_get_slot_index(spine_attachment_timeline self) int
spine_attachment_timeline_rtti() spine_rtti
spine_attachment_timeline_set_frame(spine_attachment_timeline self, int frame, double time, Pointer<Char> attachmentName) → void
Sets the time and attachment name for the specified frame.
spine_attachment_timeline_set_slot_index(spine_attachment_timeline self, int inValue) → void
spine_bone_cast_to_posed(spine_bone obj) spine_posed
spine_bone_cast_to_posed_active(spine_bone obj) spine_posed_active
spine_bone_cast_to_update(spine_bone obj) spine_update
spine_bone_constrained(spine_bone self) → void
spine_bone_create(spine_bone_data data, spine_bone parent) spine_bone
@param parent May be NULL.
spine_bone_create2(spine_bone bone, spine_bone parent) spine_bone
Copy constructor. Does not copy the children bones.
spine_bone_data_cast_to_posed_data(spine_bone_data obj) spine_posed_data
spine_bone_data_create(int index, Pointer<Char> name, spine_bone_data parent) spine_bone_data
spine_bone_data_dispose(spine_bone_data self) → void
spine_bone_data_get_color(spine_bone_data self) spine_color
spine_bone_data_get_icon(spine_bone_data self) → Pointer<Char>
spine_bone_data_get_index(spine_bone_data self) int
The index of the bone in Skeleton.Bones
spine_bone_data_get_length(spine_bone_data self) double
spine_bone_data_get_name(spine_bone_data self) → Pointer<Char>
The constraint's name, which is unique across all constraints in the skeleton of the same type.
spine_bone_data_get_parent(spine_bone_data self) spine_bone_data
spine_bone_data_get_setup_pose(spine_bone_data self) spine_bone_local
spine_bone_data_get_skin_required(spine_bone_data self) bool
When true, Skeleton::updateWorldTransform(Physics) only updates this constraint if the Skeleton::getSkin() contains this constraint.
spine_bone_data_get_visible(spine_bone_data self) bool
spine_bone_data_set_icon(spine_bone_data self, Pointer<Char> icon) → void
spine_bone_data_set_length(spine_bone_data self, double inValue) → void
spine_bone_data_set_skin_required(spine_bone_data self, bool skinRequired) → void
spine_bone_data_set_visible(spine_bone_data self, bool inValue) → void
spine_bone_dispose(spine_bone self) → void
spine_bone_get_applied_pose(spine_bone self) spine_bone_pose
spine_bone_get_children(spine_bone self) spine_array_bone
The immediate children of this bone.
spine_bone_get_data(spine_bone self) spine_bone_data
The constraint's setup pose data.
spine_bone_get_parent(spine_bone self) spine_bone
spine_bone_get_pose(spine_bone self) spine_bone_local
spine_bone_get_rtti(spine_bone self) spine_rtti
spine_bone_is_active(spine_bone self) bool
spine_bone_is_pose_equal_to_applied(spine_bone self) bool
spine_bone_is_y_down() bool
spine_bone_local_cast_to_bone_pose(spine_bone_local obj) spine_bone_pose
spine_bone_local_create() spine_bone_local
spine_bone_local_dispose(spine_bone_local self) → void
spine_bone_local_get_inherit(spine_bone_local self) int
Determines how parent world transforms affect this bone.
spine_bone_local_get_rotation(spine_bone_local self) double
The local rotation in degrees, counter clockwise.
spine_bone_local_get_scale_x(spine_bone_local self) double
The local scaleX.
spine_bone_local_get_scale_y(spine_bone_local self) double
The local scaleY.
spine_bone_local_get_shear_x(spine_bone_local self) double
The local shearX.
spine_bone_local_get_shear_y(spine_bone_local self) double
The local shearY.
spine_bone_local_get_x(spine_bone_local self) double
The local x translation.
spine_bone_local_get_y(spine_bone_local self) double
The local y translation.
spine_bone_local_set(spine_bone_local self, spine_bone_local pose) → void
spine_bone_local_set_inherit(spine_bone_local self, int inherit) → void
spine_bone_local_set_position(spine_bone_local self, double x, double y) → void
spine_bone_local_set_rotation(spine_bone_local self, double rotation) → void
spine_bone_local_set_scale_1(spine_bone_local self, double scaleX, double scaleY) → void
spine_bone_local_set_scale_2(spine_bone_local self, double scale) → void
spine_bone_local_set_scale_x(spine_bone_local self, double scaleX) → void
spine_bone_local_set_scale_y(spine_bone_local self, double scaleY) → void
spine_bone_local_set_shear_x(spine_bone_local self, double shearX) → void
spine_bone_local_set_shear_y(spine_bone_local self, double shearY) → void
spine_bone_local_set_x(spine_bone_local self, double x) → void
spine_bone_local_set_y(spine_bone_local self, double y) → void
spine_bone_pose_cast_to_bone_local(spine_bone_pose obj) spine_bone_local
spine_bone_pose_cast_to_update(spine_bone_pose obj) spine_update
spine_bone_pose_create() spine_bone_pose
spine_bone_pose_dispose(spine_bone_pose self) → void
spine_bone_pose_get_a(spine_bone_pose self) double
Part of the world transform matrix for the X axis. If changed, updateLocalTransform() should be called.
spine_bone_pose_get_b(spine_bone_pose self) double
Part of the world transform matrix for the Y axis. If changed, updateLocalTransform() should be called.
spine_bone_pose_get_c(spine_bone_pose self) double
Part of the world transform matrix for the X axis. If changed, updateLocalTransform() should be called.
spine_bone_pose_get_d(spine_bone_pose self) double
Part of the world transform matrix for the Y axis. If changed, updateLocalTransform() should be called.
spine_bone_pose_get_inherit(spine_bone_pose self) int
Determines how parent world transforms affect this bone.
spine_bone_pose_get_rotation(spine_bone_pose self) double
The local rotation in degrees, counter clockwise.
spine_bone_pose_get_rtti(spine_bone_pose self) spine_rtti
spine_bone_pose_get_scale_x(spine_bone_pose self) double
The local scaleX.
spine_bone_pose_get_scale_y(spine_bone_pose self) double
The local scaleY.
spine_bone_pose_get_shear_x(spine_bone_pose self) double
The local shearX.
spine_bone_pose_get_shear_y(spine_bone_pose self) double
The local shearY.
spine_bone_pose_get_world_rotation_x(spine_bone_pose self) double
The world rotation for the X axis, calculated using a and c.
spine_bone_pose_get_world_rotation_y(spine_bone_pose self) double
The world rotation for the Y axis, calculated using b and d.
spine_bone_pose_get_world_scale_x(spine_bone_pose self) double
The magnitude (always positive) of the world scale X, calculated using a and c.
spine_bone_pose_get_world_scale_y(spine_bone_pose self) double
The magnitude (always positive) of the world scale Y, calculated using b and d.
spine_bone_pose_get_world_x(spine_bone_pose self) double
The world X position. If changed, updateLocalTransform() should be called.
spine_bone_pose_get_world_y(spine_bone_pose self) double
The world Y position. If changed, updateLocalTransform() should be called.
spine_bone_pose_get_x(spine_bone_pose self) double
The local x translation.
spine_bone_pose_get_y(spine_bone_pose self) double
The local y translation.
spine_bone_pose_local_to_world(spine_bone_pose self, double localX, double localY, Pointer<Float> outWorldX, Pointer<Float> outWorldY) → void
Transforms a point from the bone's local coordinates to world coordinates.
spine_bone_pose_local_to_world_rotation(spine_bone_pose self, double localRotation) double
Transforms a local rotation to a world rotation.
spine_bone_pose_local_to_world_v(spine_bone_pose self, double local_x, double local_y, spine_array_float output) → void
spine_bone_pose_modify_local(spine_bone_pose self, spine_skeleton skeleton) → void
spine_bone_pose_modify_world(spine_bone_pose self, int update) → void
spine_bone_pose_parent_to_world(spine_bone_pose self, double parentX, double parentY, Pointer<Float> outWorldX, Pointer<Float> outWorldY) → void
Transforms a point from the parent bone's coordinates to world coordinates.
spine_bone_pose_parent_to_world_v(spine_bone_pose self, double parent_x, double parent_y, spine_array_float output) → void
spine_bone_pose_reset_world(spine_bone_pose self, int update) → void
spine_bone_pose_rotate_world(spine_bone_pose self, double degrees) → void
Rotates the world transform the specified amount.
spine_bone_pose_rtti() spine_rtti
spine_bone_pose_set(spine_bone_pose self, spine_bone_local pose) → void
spine_bone_pose_set_a(spine_bone_pose self, double a) → void
spine_bone_pose_set_b(spine_bone_pose self, double b) → void
spine_bone_pose_set_c(spine_bone_pose self, double c) → void
spine_bone_pose_set_d(spine_bone_pose self, double d) → void
spine_bone_pose_set_inherit(spine_bone_pose self, int inherit) → void
spine_bone_pose_set_position(spine_bone_pose self, double x, double y) → void
spine_bone_pose_set_rotation(spine_bone_pose self, double rotation) → void
spine_bone_pose_set_scale_1(spine_bone_pose self, double scaleX, double scaleY) → void
spine_bone_pose_set_scale_2(spine_bone_pose self, double scale) → void
spine_bone_pose_set_scale_x(spine_bone_pose self, double scaleX) → void
spine_bone_pose_set_scale_y(spine_bone_pose self, double scaleY) → void
spine_bone_pose_set_shear_x(spine_bone_pose self, double shearX) → void
spine_bone_pose_set_shear_y(spine_bone_pose self, double shearY) → void
spine_bone_pose_set_world_x(spine_bone_pose self, double worldX) → void
spine_bone_pose_set_world_y(spine_bone_pose self, double worldY) → void
spine_bone_pose_set_x(spine_bone_pose self, double x) → void
spine_bone_pose_set_y(spine_bone_pose self, double y) → void
spine_bone_pose_update(spine_bone_pose self, spine_skeleton skeleton, int physics) → void
Called by Skeleton::updateCache() to compute the world transform, if needed.
spine_bone_pose_update_local_transform(spine_bone_pose self, spine_skeleton skeleton) → void
Computes the local transform values from the world transform.
spine_bone_pose_update_world_transform(spine_bone_pose self, spine_skeleton skeleton) → void
Computes the world transform using the parent bone's applied pose and this pose. Child bones are not updated.
spine_bone_pose_validate_local_transform(spine_bone_pose self, spine_skeleton skeleton) → void
If the world transform has been modified and the local transform no longer matches, updateLocalTransform() is called.
spine_bone_pose_world_to_local(spine_bone_pose self, double worldX, double worldY, Pointer<Float> outLocalX, Pointer<Float> outLocalY) → void
Transforms a point from world coordinates to the bone's local coordinates.
spine_bone_pose_world_to_local_rotation(spine_bone_pose self, double worldRotation) double
Transforms a world rotation to a local rotation.
spine_bone_pose_world_to_local_v(spine_bone_pose self, double world_x, double world_y, spine_array_float output) → void
BonePose functions
spine_bone_pose_world_to_parent(spine_bone_pose self, double worldX, double worldY, Pointer<Float> outParentX, Pointer<Float> outParentY) → void
Transforms a point from world coordinates to the parent bone's local coordinates.
spine_bone_pose_world_to_parent_v(spine_bone_pose self, double world_x, double world_y, spine_array_float output) → void
spine_bone_reset_constrained(spine_bone self) → void
spine_bone_rtti() spine_rtti
spine_bone_set_active(spine_bone self, bool active) → void
spine_bone_set_y_down(bool value) → void
spine_bone_timeline1_apply(spine_bone_timeline1 self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_bone_timeline1_cast_to_bone_timeline(spine_bone_timeline1 obj) spine_bone_timeline
spine_bone_timeline1_cast_to_curve_timeline(spine_bone_timeline1 obj) spine_curve_timeline
spine_bone_timeline1_cast_to_curve_timeline1(spine_bone_timeline1 obj) spine_curve_timeline1
spine_bone_timeline1_cast_to_rotate_timeline(spine_bone_timeline1 obj) spine_rotate_timeline
spine_bone_timeline1_cast_to_scale_x_timeline(spine_bone_timeline1 obj) spine_scale_x_timeline
spine_bone_timeline1_cast_to_scale_y_timeline(spine_bone_timeline1 obj) spine_scale_y_timeline
spine_bone_timeline1_cast_to_shear_x_timeline(spine_bone_timeline1 obj) spine_shear_x_timeline
spine_bone_timeline1_cast_to_shear_y_timeline(spine_bone_timeline1 obj) spine_shear_y_timeline
spine_bone_timeline1_cast_to_timeline(spine_bone_timeline1 obj) spine_timeline
spine_bone_timeline1_cast_to_translate_x_timeline(spine_bone_timeline1 obj) spine_translate_x_timeline
spine_bone_timeline1_cast_to_translate_y_timeline(spine_bone_timeline1 obj) spine_translate_y_timeline
spine_bone_timeline1_dispose(spine_bone_timeline1 self) → void
spine_bone_timeline1_get_absolute_value_1(spine_bone_timeline1 self, double time, double alpha, int blend, double current, double setup) double
spine_bone_timeline1_get_absolute_value_2(spine_bone_timeline1 self, double time, double alpha, int blend, double current, double setup, double value) double
spine_bone_timeline1_get_bezier_value(spine_bone_timeline1 self, double time, int frame, int valueOffset, int i) double
spine_bone_timeline1_get_bone_index(spine_bone_timeline1 self) int
spine_bone_timeline1_get_curve_value(spine_bone_timeline1 self, double time) double
Returns the interpolated value for the specified time.
spine_bone_timeline1_get_curves(spine_bone_timeline1 self) spine_array_float
spine_bone_timeline1_get_duration(spine_bone_timeline1 self) double
spine_bone_timeline1_get_frame_count(spine_bone_timeline1 self) int
spine_bone_timeline1_get_frame_entries(spine_bone_timeline1 self) int
spine_bone_timeline1_get_frames(spine_bone_timeline1 self) spine_array_float
spine_bone_timeline1_get_property_ids(spine_bone_timeline1 self) spine_array_property_id
spine_bone_timeline1_get_relative_value(spine_bone_timeline1 self, double time, double alpha, int blend, double current, double setup) double
spine_bone_timeline1_get_rtti(spine_bone_timeline1 self) spine_rtti
spine_bone_timeline1_get_scale_value(spine_bone_timeline1 self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_bone_timeline1_rtti() spine_rtti
spine_bone_timeline1_set_bezier(spine_bone_timeline1 self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_bone_timeline1_set_bone_index(spine_bone_timeline1 self, int inValue) → void
spine_bone_timeline1_set_frame(spine_bone_timeline1 self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_bone_timeline1_set_linear(spine_bone_timeline1 self, int frame) → void
spine_bone_timeline1_set_stepped(spine_bone_timeline1 self, int frame) → void
spine_bone_timeline2_apply(spine_bone_timeline2 self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_bone_timeline2_cast_to_bone_timeline(spine_bone_timeline2 obj) spine_bone_timeline
spine_bone_timeline2_cast_to_curve_timeline(spine_bone_timeline2 obj) spine_curve_timeline
spine_bone_timeline2_cast_to_scale_timeline(spine_bone_timeline2 obj) spine_scale_timeline
spine_bone_timeline2_cast_to_shear_timeline(spine_bone_timeline2 obj) spine_shear_timeline
spine_bone_timeline2_cast_to_timeline(spine_bone_timeline2 obj) spine_timeline
spine_bone_timeline2_cast_to_translate_timeline(spine_bone_timeline2 obj) spine_translate_timeline
spine_bone_timeline2_dispose(spine_bone_timeline2 self) → void
spine_bone_timeline2_get_bezier_value(spine_bone_timeline2 self, double time, int frame, int valueOffset, int i) double
spine_bone_timeline2_get_bone_index(spine_bone_timeline2 self) int
spine_bone_timeline2_get_curves(spine_bone_timeline2 self) spine_array_float
spine_bone_timeline2_get_duration(spine_bone_timeline2 self) double
spine_bone_timeline2_get_frame_count(spine_bone_timeline2 self) int
spine_bone_timeline2_get_frame_entries(spine_bone_timeline2 self) int
spine_bone_timeline2_get_frames(spine_bone_timeline2 self) spine_array_float
spine_bone_timeline2_get_property_ids(spine_bone_timeline2 self) spine_array_property_id
spine_bone_timeline2_get_rtti(spine_bone_timeline2 self) spine_rtti
spine_bone_timeline2_rtti() spine_rtti
spine_bone_timeline2_set_bezier(spine_bone_timeline2 self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_bone_timeline2_set_bone_index(spine_bone_timeline2 self, int inValue) → void
spine_bone_timeline2_set_frame(spine_bone_timeline2 self, int frame, double time, double value1, double value2) → void
spine_bone_timeline2_set_linear(spine_bone_timeline2 self, int frame) → void
spine_bone_timeline2_set_stepped(spine_bone_timeline2 self, int frame) → void
spine_bone_timeline_cast_to_bone_timeline1(spine_bone_timeline obj) spine_bone_timeline1
spine_bone_timeline_cast_to_bone_timeline2(spine_bone_timeline obj) spine_bone_timeline2
spine_bone_timeline_cast_to_inherit_timeline(spine_bone_timeline obj) spine_inherit_timeline
spine_bone_timeline_cast_to_rotate_timeline(spine_bone_timeline obj) spine_rotate_timeline
spine_bone_timeline_cast_to_scale_timeline(spine_bone_timeline obj) spine_scale_timeline
spine_bone_timeline_cast_to_scale_x_timeline(spine_bone_timeline obj) spine_scale_x_timeline
spine_bone_timeline_cast_to_scale_y_timeline(spine_bone_timeline obj) spine_scale_y_timeline
spine_bone_timeline_cast_to_shear_timeline(spine_bone_timeline obj) spine_shear_timeline
spine_bone_timeline_cast_to_shear_x_timeline(spine_bone_timeline obj) spine_shear_x_timeline
spine_bone_timeline_cast_to_shear_y_timeline(spine_bone_timeline obj) spine_shear_y_timeline
spine_bone_timeline_cast_to_translate_timeline(spine_bone_timeline obj) spine_translate_timeline
spine_bone_timeline_cast_to_translate_x_timeline(spine_bone_timeline obj) spine_translate_x_timeline
spine_bone_timeline_cast_to_translate_y_timeline(spine_bone_timeline obj) spine_translate_y_timeline
spine_bone_timeline_dispose(spine_bone_timeline self) → void
spine_bone_timeline_get_bone_index(spine_bone_timeline self) int
The index of the bone in Skeleton::getBones() that will be changed when this timeline is applied.
spine_bone_timeline_get_rtti(spine_bone_timeline self) spine_rtti
spine_bone_timeline_rtti() spine_rtti
spine_bone_timeline_set_bone_index(spine_bone_timeline self, int inValue) → void
spine_bone_update(spine_bone self, spine_skeleton skeleton, int physics) → void
spine_bounding_box_attachment_cast_to_attachment(spine_bounding_box_attachment obj) spine_attachment
spine_bounding_box_attachment_cast_to_vertex_attachment(spine_bounding_box_attachment obj) spine_vertex_attachment
spine_bounding_box_attachment_compute_world_vertices_1(spine_bounding_box_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, Pointer<Float> worldVertices, int offset, int stride) → void
Transforms the attachment's local vertices to world coordinates. If the slot's SlotPose::getDeform() is not empty, it is used to deform the vertices.
spine_bounding_box_attachment_compute_world_vertices_2(spine_bounding_box_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, spine_array_float worldVertices, int offset, int stride) → void
spine_bounding_box_attachment_copy(spine_bounding_box_attachment self) spine_attachment
spine_bounding_box_attachment_copy_to(spine_bounding_box_attachment self, spine_vertex_attachment other) → void
spine_bounding_box_attachment_create(Pointer<Char> name) spine_bounding_box_attachment
spine_bounding_box_attachment_dereference(spine_bounding_box_attachment self) → void
spine_bounding_box_attachment_dispose(spine_bounding_box_attachment self) → void
spine_bounding_box_attachment_get_bones(spine_bounding_box_attachment self) spine_array_int
spine_bounding_box_attachment_get_color(spine_bounding_box_attachment self) spine_color
spine_bounding_box_attachment_get_id(spine_bounding_box_attachment self) int
Gets a unique ID for this attachment.
spine_bounding_box_attachment_get_name(spine_bounding_box_attachment self) → Pointer<Char>
spine_bounding_box_attachment_get_ref_count(spine_bounding_box_attachment self) int
spine_bounding_box_attachment_get_rtti(spine_bounding_box_attachment self) spine_rtti
spine_bounding_box_attachment_get_timeline_attachment(spine_bounding_box_attachment self) spine_attachment
spine_bounding_box_attachment_get_vertices(spine_bounding_box_attachment self) spine_array_float
spine_bounding_box_attachment_get_world_vertices_length(spine_bounding_box_attachment self) int
spine_bounding_box_attachment_reference(spine_bounding_box_attachment self) → void
spine_bounding_box_attachment_rtti() spine_rtti
spine_bounding_box_attachment_set_bones(spine_bounding_box_attachment self, spine_array_int bones) → void
spine_bounding_box_attachment_set_timeline_attachment(spine_bounding_box_attachment self, spine_attachment attachment) → void
spine_bounding_box_attachment_set_vertices(spine_bounding_box_attachment self, spine_array_float vertices) → void
spine_bounding_box_attachment_set_world_vertices_length(spine_bounding_box_attachment self, int inValue) → void
spine_clipping_attachment_cast_to_attachment(spine_clipping_attachment obj) spine_attachment
spine_clipping_attachment_cast_to_vertex_attachment(spine_clipping_attachment obj) spine_vertex_attachment
spine_clipping_attachment_compute_world_vertices_1(spine_clipping_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, Pointer<Float> worldVertices, int offset, int stride) → void
Transforms the attachment's local vertices to world coordinates. If the slot's SlotPose::getDeform() is not empty, it is used to deform the vertices.
spine_clipping_attachment_compute_world_vertices_2(spine_clipping_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, spine_array_float worldVertices, int offset, int stride) → void
spine_clipping_attachment_copy(spine_clipping_attachment self) spine_attachment
spine_clipping_attachment_copy_to(spine_clipping_attachment self, spine_vertex_attachment other) → void
spine_clipping_attachment_create(Pointer<Char> name) spine_clipping_attachment
spine_clipping_attachment_dereference(spine_clipping_attachment self) → void
spine_clipping_attachment_dispose(spine_clipping_attachment self) → void
spine_clipping_attachment_get_bones(spine_clipping_attachment self) spine_array_int
spine_clipping_attachment_get_color(spine_clipping_attachment self) spine_color
spine_clipping_attachment_get_end_slot(spine_clipping_attachment self) spine_slot_data
spine_clipping_attachment_get_id(spine_clipping_attachment self) int
Gets a unique ID for this attachment.
spine_clipping_attachment_get_name(spine_clipping_attachment self) → Pointer<Char>
spine_clipping_attachment_get_ref_count(spine_clipping_attachment self) int
spine_clipping_attachment_get_rtti(spine_clipping_attachment self) spine_rtti
spine_clipping_attachment_get_timeline_attachment(spine_clipping_attachment self) spine_attachment
spine_clipping_attachment_get_vertices(spine_clipping_attachment self) spine_array_float
spine_clipping_attachment_get_world_vertices_length(spine_clipping_attachment self) int
spine_clipping_attachment_reference(spine_clipping_attachment self) → void
spine_clipping_attachment_rtti() spine_rtti
spine_clipping_attachment_set_bones(spine_clipping_attachment self, spine_array_int bones) → void
spine_clipping_attachment_set_end_slot(spine_clipping_attachment self, spine_slot_data inValue) → void
spine_clipping_attachment_set_timeline_attachment(spine_clipping_attachment self, spine_attachment attachment) → void
spine_clipping_attachment_set_vertices(spine_clipping_attachment self, spine_array_float vertices) → void
spine_clipping_attachment_set_world_vertices_length(spine_clipping_attachment self, int inValue) → void
spine_color_add_1(spine_color self, double _r, double _g, double _b, double _a) spine_color
spine_color_add_2(spine_color self, double _r, double _g, double _b) spine_color
spine_color_add_3(spine_color self, spine_color other) spine_color
spine_color_clamp(spine_color self) spine_color
spine_color_create() spine_color
spine_color_create2(double r, double g, double b, double a) spine_color
spine_color_dispose(spine_color self) → void
spine_color_get_a(spine_color self) double
spine_color_get_b(spine_color self) double
spine_color_get_g(spine_color self) double
spine_color_get_r(spine_color self) double
spine_color_parse_hex(Pointer<Char> value, int index) double
spine_color_rgb888_to_color(spine_color color, int value) → void
Convert packed RGB888 integer to Color (no alpha)
spine_color_rgba8888_to_color(spine_color color, int value) → void
Convert packed RGBA8888 integer to Color
spine_color_set_1(spine_color self, double _r, double _g, double _b, double _a) spine_color
spine_color_set_2(spine_color self, double _r, double _g, double _b) spine_color
spine_color_set_3(spine_color self, spine_color other) spine_color
spine_color_set_a(spine_color self, double value) → void
spine_color_set_b(spine_color self, double value) → void
spine_color_set_g(spine_color self, double value) → void
spine_color_set_r(spine_color self, double value) → void
spine_constraint_cast_to_ik_constraint(spine_constraint obj) spine_ik_constraint
spine_constraint_cast_to_ik_constraint_base(spine_constraint obj) spine_ik_constraint_base
spine_constraint_cast_to_path_constraint(spine_constraint obj) spine_path_constraint
spine_constraint_cast_to_path_constraint_base(spine_constraint obj) spine_path_constraint_base
spine_constraint_cast_to_physics_constraint(spine_constraint obj) spine_physics_constraint
spine_constraint_cast_to_physics_constraint_base(spine_constraint obj) spine_physics_constraint_base
spine_constraint_cast_to_slider(spine_constraint obj) spine_slider
spine_constraint_cast_to_slider_base(spine_constraint obj) spine_slider_base
spine_constraint_cast_to_transform_constraint(spine_constraint obj) spine_transform_constraint
spine_constraint_cast_to_transform_constraint_base(spine_constraint obj) spine_transform_constraint_base
spine_constraint_cast_to_update(spine_constraint obj) spine_update
spine_constraint_data_cast_to_ik_constraint_data(spine_constraint_data obj) spine_ik_constraint_data
spine_constraint_data_cast_to_path_constraint_data(spine_constraint_data obj) spine_path_constraint_data
spine_constraint_data_cast_to_physics_constraint_data(spine_constraint_data obj) spine_physics_constraint_data
spine_constraint_data_cast_to_slider_data(spine_constraint_data obj) spine_slider_data
spine_constraint_data_cast_to_transform_constraint_data(spine_constraint_data obj) spine_transform_constraint_data
spine_constraint_data_create_method(spine_constraint_data self, spine_skeleton skeleton) spine_constraint
spine_constraint_data_dispose(spine_constraint_data self) → void
spine_constraint_data_get_name(spine_constraint_data self) → Pointer<Char>
spine_constraint_data_get_rtti(spine_constraint_data self) spine_rtti
spine_constraint_data_get_skin_required(spine_constraint_data self) bool
spine_constraint_data_rtti() spine_rtti
spine_constraint_dispose(spine_constraint self) → void
spine_constraint_get_data(spine_constraint self) spine_constraint_data
spine_constraint_get_rtti(spine_constraint self) spine_rtti
spine_constraint_is_source_active(spine_constraint self) bool
spine_constraint_rtti() spine_rtti
spine_constraint_sort(spine_constraint self, spine_skeleton skeleton) → void
spine_constraint_timeline1_apply(spine_constraint_timeline1 self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
Sets the value(s) for the specified time.
spine_constraint_timeline1_cast_to_constraint_timeline(spine_constraint_timeline1 obj) spine_constraint_timeline
spine_constraint_timeline1_cast_to_curve_timeline(spine_constraint_timeline1 obj) spine_curve_timeline
spine_constraint_timeline1_cast_to_curve_timeline1(spine_constraint_timeline1 obj) spine_curve_timeline1
spine_constraint_timeline1_cast_to_path_constraint_position_timeline(spine_constraint_timeline1 obj) spine_path_constraint_position_timeline
spine_constraint_timeline1_cast_to_path_constraint_spacing_timeline(spine_constraint_timeline1 obj) spine_path_constraint_spacing_timeline
spine_constraint_timeline1_cast_to_slider_mix_timeline(spine_constraint_timeline1 obj) spine_slider_mix_timeline
spine_constraint_timeline1_cast_to_slider_timeline(spine_constraint_timeline1 obj) spine_slider_timeline
spine_constraint_timeline1_cast_to_timeline(spine_constraint_timeline1 obj) spine_timeline
spine_constraint_timeline1_dispose(spine_constraint_timeline1 self) → void
spine_constraint_timeline1_get_absolute_value_1(spine_constraint_timeline1 self, double time, double alpha, int blend, double current, double setup) double
spine_constraint_timeline1_get_absolute_value_2(spine_constraint_timeline1 self, double time, double alpha, int blend, double current, double setup, double value) double
spine_constraint_timeline1_get_bezier_value(spine_constraint_timeline1 self, double time, int frame, int valueOffset, int i) double
spine_constraint_timeline1_get_constraint_index(spine_constraint_timeline1 self) int
spine_constraint_timeline1_get_curve_value(spine_constraint_timeline1 self, double time) double
Returns the interpolated value for the specified time.
spine_constraint_timeline1_get_curves(spine_constraint_timeline1 self) spine_array_float
spine_constraint_timeline1_get_duration(spine_constraint_timeline1 self) double
spine_constraint_timeline1_get_frame_count(spine_constraint_timeline1 self) int
spine_constraint_timeline1_get_frame_entries(spine_constraint_timeline1 self) int
spine_constraint_timeline1_get_frames(spine_constraint_timeline1 self) spine_array_float
spine_constraint_timeline1_get_property_ids(spine_constraint_timeline1 self) spine_array_property_id
spine_constraint_timeline1_get_relative_value(spine_constraint_timeline1 self, double time, double alpha, int blend, double current, double setup) double
spine_constraint_timeline1_get_rtti(spine_constraint_timeline1 self) spine_rtti
spine_constraint_timeline1_get_scale_value(spine_constraint_timeline1 self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_constraint_timeline1_rtti() spine_rtti
spine_constraint_timeline1_set_bezier(spine_constraint_timeline1 self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_constraint_timeline1_set_constraint_index(spine_constraint_timeline1 self, int inValue) → void
spine_constraint_timeline1_set_frame(spine_constraint_timeline1 self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_constraint_timeline1_set_linear(spine_constraint_timeline1 self, int frame) → void
spine_constraint_timeline1_set_stepped(spine_constraint_timeline1 self, int frame) → void
spine_constraint_timeline_cast_to_constraint_timeline1(spine_constraint_timeline obj) spine_constraint_timeline1
spine_constraint_timeline_cast_to_ik_constraint_timeline(spine_constraint_timeline obj) spine_ik_constraint_timeline
spine_constraint_timeline_cast_to_path_constraint_mix_timeline(spine_constraint_timeline obj) spine_path_constraint_mix_timeline
spine_constraint_timeline_cast_to_path_constraint_position_timeline(spine_constraint_timeline obj) spine_path_constraint_position_timeline
spine_constraint_timeline_cast_to_path_constraint_spacing_timeline(spine_constraint_timeline obj) spine_path_constraint_spacing_timeline
spine_constraint_timeline_cast_to_physics_constraint_damping_timeline(spine_constraint_timeline obj) spine_physics_constraint_damping_timeline
spine_constraint_timeline_cast_to_physics_constraint_gravity_timeline(spine_constraint_timeline obj) spine_physics_constraint_gravity_timeline
spine_constraint_timeline_cast_to_physics_constraint_inertia_timeline(spine_constraint_timeline obj) spine_physics_constraint_inertia_timeline
spine_constraint_timeline_cast_to_physics_constraint_mass_timeline(spine_constraint_timeline obj) spine_physics_constraint_mass_timeline
spine_constraint_timeline_cast_to_physics_constraint_mix_timeline(spine_constraint_timeline obj) spine_physics_constraint_mix_timeline
spine_constraint_timeline_cast_to_physics_constraint_reset_timeline(spine_constraint_timeline obj) spine_physics_constraint_reset_timeline
spine_constraint_timeline_cast_to_physics_constraint_strength_timeline(spine_constraint_timeline obj) spine_physics_constraint_strength_timeline
spine_constraint_timeline_cast_to_physics_constraint_timeline(spine_constraint_timeline obj) spine_physics_constraint_timeline
spine_constraint_timeline_cast_to_physics_constraint_wind_timeline(spine_constraint_timeline obj) spine_physics_constraint_wind_timeline
spine_constraint_timeline_cast_to_slider_mix_timeline(spine_constraint_timeline obj) spine_slider_mix_timeline
spine_constraint_timeline_cast_to_slider_timeline(spine_constraint_timeline obj) spine_slider_timeline
spine_constraint_timeline_cast_to_transform_constraint_timeline(spine_constraint_timeline obj) spine_transform_constraint_timeline
spine_constraint_timeline_dispose(spine_constraint_timeline self) → void
spine_constraint_timeline_get_constraint_index(spine_constraint_timeline self) int
The index of the constraint in Skeleton::getConstraints() that will be changed when this timeline is applied.
spine_constraint_timeline_get_rtti(spine_constraint_timeline self) spine_rtti
spine_constraint_timeline_rtti() spine_rtti
spine_constraint_timeline_set_constraint_index(spine_constraint_timeline self, int inValue) → void
spine_constraint_update(spine_constraint self, spine_skeleton skeleton, int physics) → void
Inherited from Update
spine_curve_timeline1_apply(spine_curve_timeline1 self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
Sets the value(s) for the specified time.
spine_curve_timeline1_cast_to_alpha_timeline(spine_curve_timeline1 obj) spine_alpha_timeline
Downcast functions (base to derived) - user must ensure correct type
spine_curve_timeline1_cast_to_bone_timeline1(spine_curve_timeline1 obj) spine_bone_timeline1
spine_curve_timeline1_cast_to_constraint_timeline1(spine_curve_timeline1 obj) spine_constraint_timeline1
spine_curve_timeline1_cast_to_curve_timeline(spine_curve_timeline1 obj) spine_curve_timeline
spine_curve_timeline1_cast_to_path_constraint_position_timeline(spine_curve_timeline1 obj) spine_path_constraint_position_timeline
spine_curve_timeline1_cast_to_path_constraint_spacing_timeline(spine_curve_timeline1 obj) spine_path_constraint_spacing_timeline
spine_curve_timeline1_cast_to_physics_constraint_damping_timeline(spine_curve_timeline1 obj) spine_physics_constraint_damping_timeline
spine_curve_timeline1_cast_to_physics_constraint_gravity_timeline(spine_curve_timeline1 obj) spine_physics_constraint_gravity_timeline
spine_curve_timeline1_cast_to_physics_constraint_inertia_timeline(spine_curve_timeline1 obj) spine_physics_constraint_inertia_timeline
spine_curve_timeline1_cast_to_physics_constraint_mass_timeline(spine_curve_timeline1 obj) spine_physics_constraint_mass_timeline
spine_curve_timeline1_cast_to_physics_constraint_mix_timeline(spine_curve_timeline1 obj) spine_physics_constraint_mix_timeline
spine_curve_timeline1_cast_to_physics_constraint_strength_timeline(spine_curve_timeline1 obj) spine_physics_constraint_strength_timeline
spine_curve_timeline1_cast_to_physics_constraint_timeline(spine_curve_timeline1 obj) spine_physics_constraint_timeline
spine_curve_timeline1_cast_to_physics_constraint_wind_timeline(spine_curve_timeline1 obj) spine_physics_constraint_wind_timeline
spine_curve_timeline1_cast_to_rotate_timeline(spine_curve_timeline1 obj) spine_rotate_timeline
spine_curve_timeline1_cast_to_scale_x_timeline(spine_curve_timeline1 obj) spine_scale_x_timeline
spine_curve_timeline1_cast_to_scale_y_timeline(spine_curve_timeline1 obj) spine_scale_y_timeline
spine_curve_timeline1_cast_to_shear_x_timeline(spine_curve_timeline1 obj) spine_shear_x_timeline
spine_curve_timeline1_cast_to_shear_y_timeline(spine_curve_timeline1 obj) spine_shear_y_timeline
spine_curve_timeline1_cast_to_slider_mix_timeline(spine_curve_timeline1 obj) spine_slider_mix_timeline
spine_curve_timeline1_cast_to_slider_timeline(spine_curve_timeline1 obj) spine_slider_timeline
spine_curve_timeline1_cast_to_timeline(spine_curve_timeline1 obj) spine_timeline
spine_curve_timeline1_cast_to_translate_x_timeline(spine_curve_timeline1 obj) spine_translate_x_timeline
spine_curve_timeline1_cast_to_translate_y_timeline(spine_curve_timeline1 obj) spine_translate_y_timeline
spine_curve_timeline1_dispose(spine_curve_timeline1 self) → void
spine_curve_timeline1_get_absolute_value_1(spine_curve_timeline1 self, double time, double alpha, int blend, double current, double setup) double
spine_curve_timeline1_get_absolute_value_2(spine_curve_timeline1 self, double time, double alpha, int blend, double current, double setup, double value) double
spine_curve_timeline1_get_bezier_value(spine_curve_timeline1 self, double time, int frame, int valueOffset, int i) double
spine_curve_timeline1_get_curve_value(spine_curve_timeline1 self, double time) double
Returns the interpolated value for the specified time.
spine_curve_timeline1_get_curves(spine_curve_timeline1 self) spine_array_float
spine_curve_timeline1_get_duration(spine_curve_timeline1 self) double
spine_curve_timeline1_get_frame_count(spine_curve_timeline1 self) int
spine_curve_timeline1_get_frame_entries(spine_curve_timeline1 self) int
spine_curve_timeline1_get_frames(spine_curve_timeline1 self) spine_array_float
spine_curve_timeline1_get_property_ids(spine_curve_timeline1 self) spine_array_property_id
spine_curve_timeline1_get_relative_value(spine_curve_timeline1 self, double time, double alpha, int blend, double current, double setup) double
spine_curve_timeline1_get_rtti(spine_curve_timeline1 self) spine_rtti
spine_curve_timeline1_get_scale_value(spine_curve_timeline1 self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_curve_timeline1_rtti() spine_rtti
spine_curve_timeline1_set_bezier(spine_curve_timeline1 self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_curve_timeline1_set_frame(spine_curve_timeline1 self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_curve_timeline1_set_linear(spine_curve_timeline1 self, int frame) → void
spine_curve_timeline1_set_stepped(spine_curve_timeline1 self, int frame) → void
spine_curve_timeline_apply(spine_curve_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
Sets the value(s) for the specified time.
spine_curve_timeline_cast_to_alpha_timeline(spine_curve_timeline obj) spine_alpha_timeline
spine_curve_timeline_cast_to_bone_timeline1(spine_curve_timeline obj) spine_bone_timeline1
spine_curve_timeline_cast_to_bone_timeline2(spine_curve_timeline obj) spine_bone_timeline2
spine_curve_timeline_cast_to_constraint_timeline1(spine_curve_timeline obj) spine_constraint_timeline1
spine_curve_timeline_cast_to_curve_timeline1(spine_curve_timeline obj) spine_curve_timeline1
spine_curve_timeline_cast_to_deform_timeline(spine_curve_timeline obj) spine_deform_timeline
spine_curve_timeline_cast_to_ik_constraint_timeline(spine_curve_timeline obj) spine_ik_constraint_timeline
spine_curve_timeline_cast_to_path_constraint_mix_timeline(spine_curve_timeline obj) spine_path_constraint_mix_timeline
spine_curve_timeline_cast_to_path_constraint_position_timeline(spine_curve_timeline obj) spine_path_constraint_position_timeline
spine_curve_timeline_cast_to_path_constraint_spacing_timeline(spine_curve_timeline obj) spine_path_constraint_spacing_timeline
spine_curve_timeline_cast_to_physics_constraint_damping_timeline(spine_curve_timeline obj) spine_physics_constraint_damping_timeline
spine_curve_timeline_cast_to_physics_constraint_gravity_timeline(spine_curve_timeline obj) spine_physics_constraint_gravity_timeline
spine_curve_timeline_cast_to_physics_constraint_inertia_timeline(spine_curve_timeline obj) spine_physics_constraint_inertia_timeline
spine_curve_timeline_cast_to_physics_constraint_mass_timeline(spine_curve_timeline obj) spine_physics_constraint_mass_timeline
spine_curve_timeline_cast_to_physics_constraint_mix_timeline(spine_curve_timeline obj) spine_physics_constraint_mix_timeline
spine_curve_timeline_cast_to_physics_constraint_strength_timeline(spine_curve_timeline obj) spine_physics_constraint_strength_timeline
spine_curve_timeline_cast_to_physics_constraint_timeline(spine_curve_timeline obj) spine_physics_constraint_timeline
spine_curve_timeline_cast_to_physics_constraint_wind_timeline(spine_curve_timeline obj) spine_physics_constraint_wind_timeline
spine_curve_timeline_cast_to_rgb2_timeline(spine_curve_timeline obj) spine_rgb2_timeline
spine_curve_timeline_cast_to_rgb_timeline(spine_curve_timeline obj) spine_rgb_timeline
spine_curve_timeline_cast_to_rgba2_timeline(spine_curve_timeline obj) spine_rgba2_timeline
spine_curve_timeline_cast_to_rgba_timeline(spine_curve_timeline obj) spine_rgba_timeline
spine_curve_timeline_cast_to_rotate_timeline(spine_curve_timeline obj) spine_rotate_timeline
spine_curve_timeline_cast_to_scale_timeline(spine_curve_timeline obj) spine_scale_timeline
spine_curve_timeline_cast_to_scale_x_timeline(spine_curve_timeline obj) spine_scale_x_timeline
spine_curve_timeline_cast_to_scale_y_timeline(spine_curve_timeline obj) spine_scale_y_timeline
spine_curve_timeline_cast_to_shear_timeline(spine_curve_timeline obj) spine_shear_timeline
spine_curve_timeline_cast_to_shear_x_timeline(spine_curve_timeline obj) spine_shear_x_timeline
spine_curve_timeline_cast_to_shear_y_timeline(spine_curve_timeline obj) spine_shear_y_timeline
spine_curve_timeline_cast_to_slider_mix_timeline(spine_curve_timeline obj) spine_slider_mix_timeline
spine_curve_timeline_cast_to_slider_timeline(spine_curve_timeline obj) spine_slider_timeline
spine_curve_timeline_cast_to_slot_curve_timeline(spine_curve_timeline obj) spine_slot_curve_timeline
spine_curve_timeline_cast_to_timeline(spine_curve_timeline obj) spine_timeline
spine_curve_timeline_cast_to_transform_constraint_timeline(spine_curve_timeline obj) spine_transform_constraint_timeline
spine_curve_timeline_cast_to_translate_timeline(spine_curve_timeline obj) spine_translate_timeline
spine_curve_timeline_cast_to_translate_x_timeline(spine_curve_timeline obj) spine_translate_x_timeline
spine_curve_timeline_cast_to_translate_y_timeline(spine_curve_timeline obj) spine_translate_y_timeline
spine_curve_timeline_dispose(spine_curve_timeline self) → void
spine_curve_timeline_get_bezier_value(spine_curve_timeline self, double time, int frame, int valueOffset, int i) double
spine_curve_timeline_get_curves(spine_curve_timeline self) spine_array_float
spine_curve_timeline_get_duration(spine_curve_timeline self) double
spine_curve_timeline_get_frame_count(spine_curve_timeline self) int
spine_curve_timeline_get_frame_entries(spine_curve_timeline self) int
spine_curve_timeline_get_frames(spine_curve_timeline self) spine_array_float
spine_curve_timeline_get_property_ids(spine_curve_timeline self) spine_array_property_id
spine_curve_timeline_get_rtti(spine_curve_timeline self) spine_rtti
spine_curve_timeline_rtti() spine_rtti
spine_curve_timeline_set_bezier(spine_curve_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_curve_timeline_set_linear(spine_curve_timeline self, int frame) → void
spine_curve_timeline_set_stepped(spine_curve_timeline self, int frame) → void
spine_deform_timeline_apply(spine_deform_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_deform_timeline_cast_to_curve_timeline(spine_deform_timeline obj) spine_curve_timeline
spine_deform_timeline_cast_to_slot_curve_timeline(spine_deform_timeline obj) spine_slot_curve_timeline
spine_deform_timeline_cast_to_slot_timeline(spine_deform_timeline obj) spine_slot_timeline
spine_deform_timeline_cast_to_timeline(spine_deform_timeline obj) spine_timeline
spine_deform_timeline_create(int frameCount, int bezierCount, int slotIndex, spine_vertex_attachment attachment) spine_deform_timeline
spine_deform_timeline_dispose(spine_deform_timeline self) → void
spine_deform_timeline_get_attachment(spine_deform_timeline self) spine_vertex_attachment
The attachment that will be deformed.
spine_deform_timeline_get_bezier_value(spine_deform_timeline self, double time, int frame, int valueOffset, int i) double
spine_deform_timeline_get_curve_percent(spine_deform_timeline self, double time, int frame) double
spine_deform_timeline_get_curves(spine_deform_timeline self) spine_array_float
spine_deform_timeline_get_duration(spine_deform_timeline self) double
spine_deform_timeline_get_frame_count(spine_deform_timeline self) int
spine_deform_timeline_get_frame_entries(spine_deform_timeline self) int
spine_deform_timeline_get_frames(spine_deform_timeline self) spine_array_float
spine_deform_timeline_get_property_ids(spine_deform_timeline self) spine_array_property_id
spine_deform_timeline_get_rtti(spine_deform_timeline self) spine_rtti
spine_deform_timeline_get_slot_index(spine_deform_timeline self) int
spine_deform_timeline_rtti() spine_rtti
spine_deform_timeline_set_attachment(spine_deform_timeline self, spine_vertex_attachment inValue) → void
spine_deform_timeline_set_bezier(spine_deform_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_deform_timeline_set_frame(spine_deform_timeline self, int frameIndex, double time, spine_array_float vertices) → void
Sets the time and vertices for the specified frame.
spine_deform_timeline_set_linear(spine_deform_timeline self, int frame) → void
spine_deform_timeline_set_slot_index(spine_deform_timeline self, int inValue) → void
spine_deform_timeline_set_stepped(spine_deform_timeline self, int frame) → void
spine_draw_order_timeline_apply(spine_draw_order_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_draw_order_timeline_cast_to_timeline(spine_draw_order_timeline obj) spine_timeline
spine_draw_order_timeline_create(int frameCount) spine_draw_order_timeline
spine_draw_order_timeline_dispose(spine_draw_order_timeline self) → void
spine_draw_order_timeline_get_duration(spine_draw_order_timeline self) double
spine_draw_order_timeline_get_frame_count(spine_draw_order_timeline self) int
spine_draw_order_timeline_get_frame_entries(spine_draw_order_timeline self) int
spine_draw_order_timeline_get_frames(spine_draw_order_timeline self) spine_array_float
spine_draw_order_timeline_get_property_ids(spine_draw_order_timeline self) spine_array_property_id
spine_draw_order_timeline_get_rtti(spine_draw_order_timeline self) spine_rtti
spine_draw_order_timeline_rtti() spine_rtti
spine_draw_order_timeline_set_frame(spine_draw_order_timeline self, int frame, double time, spine_array_int drawOrder) → void
Sets the time and draw order for the specified frame.
spine_enable_debug_extension(bool enable) → void
spine_event_create(double time, spine_event_data data) spine_event
spine_event_data_create(Pointer<Char> name) spine_event_data
spine_event_data_dispose(spine_event_data self) → void
spine_event_data_get_audio_path(spine_event_data self) → Pointer<Char>
spine_event_data_get_balance(spine_event_data self) double
spine_event_data_get_float(spine_event_data self) double
spine_event_data_get_int(spine_event_data self) int
spine_event_data_get_name(spine_event_data self) → Pointer<Char>
The name of the event, which is unique within the skeleton.
spine_event_data_get_string(spine_event_data self) → Pointer<Char>
spine_event_data_get_volume(spine_event_data self) double
spine_event_data_set_audio_path(spine_event_data self, Pointer<Char> inValue) → void
spine_event_data_set_balance(spine_event_data self, double inValue) → void
spine_event_data_set_float(spine_event_data self, double inValue) → void
spine_event_data_set_int(spine_event_data self, int inValue) → void
spine_event_data_set_string(spine_event_data self, Pointer<Char> inValue) → void
spine_event_data_set_volume(spine_event_data self, double inValue) → void
spine_event_dispose(spine_event self) → void
spine_event_get_balance(spine_event self) double
spine_event_get_data(spine_event self) spine_event_data
The event's setup pose data.
spine_event_get_float(spine_event self) double
spine_event_get_int(spine_event self) int
spine_event_get_string(spine_event self) → Pointer<Char>
spine_event_get_time(spine_event self) double
The animation time this event was keyed.
spine_event_get_volume(spine_event self) double
spine_event_queue_entry_create(int eventType, spine_track_entry trackEntry, spine_event event) spine_event_queue_entry
spine_event_queue_entry_dispose(spine_event_queue_entry self) → void
spine_event_queue_entry_get__entry(spine_event_queue_entry self) spine_track_entry
spine_event_queue_entry_get__event(spine_event_queue_entry self) spine_event
spine_event_queue_entry_get__type(spine_event_queue_entry self) int
spine_event_queue_entry_set__entry(spine_event_queue_entry self, spine_track_entry value) → void
spine_event_queue_entry_set__event(spine_event_queue_entry self, spine_event value) → void
spine_event_queue_entry_set__type(spine_event_queue_entry self, int value) → void
spine_event_set_balance(spine_event self, double inValue) → void
spine_event_set_float(spine_event self, double inValue) → void
spine_event_set_int(spine_event self, int inValue) → void
spine_event_set_string(spine_event self, Pointer<Char> inValue) → void
spine_event_set_volume(spine_event self, double inValue) → void
spine_event_timeline_apply(spine_event_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
Fires events for frames > lastTime and < = time.
spine_event_timeline_cast_to_timeline(spine_event_timeline obj) spine_timeline
spine_event_timeline_create(int frameCount) spine_event_timeline
spine_event_timeline_dispose(spine_event_timeline self) → void
spine_event_timeline_get_duration(spine_event_timeline self) double
spine_event_timeline_get_events(spine_event_timeline self) spine_array_event
The event for each frame.
spine_event_timeline_get_frame_count(spine_event_timeline self) int
spine_event_timeline_get_frame_entries(spine_event_timeline self) int
spine_event_timeline_get_frames(spine_event_timeline self) spine_array_float
spine_event_timeline_get_property_ids(spine_event_timeline self) spine_array_property_id
spine_event_timeline_get_rtti(spine_event_timeline self) spine_rtti
spine_event_timeline_rtti() spine_rtti
spine_event_timeline_set_frame(spine_event_timeline self, int frame, spine_event event) → void
Sets the time and event for the specified frame.
spine_from_property_cast_to_from_rotate(spine_from_property obj) spine_from_rotate
spine_from_property_cast_to_from_scale_x(spine_from_property obj) spine_from_scale_x
spine_from_property_cast_to_from_scale_y(spine_from_property obj) spine_from_scale_y
spine_from_property_cast_to_from_shear_y(spine_from_property obj) spine_from_shear_y
spine_from_property_cast_to_from_x(spine_from_property obj) spine_from_x
spine_from_property_cast_to_from_y(spine_from_property obj) spine_from_y
spine_from_property_dispose(spine_from_property self) → void
spine_from_property_get__offset(spine_from_property self) double
spine_from_property_get__to(spine_from_property self) spine_array_to_property
spine_from_property_get_rtti(spine_from_property self) spine_rtti
spine_from_property_rtti() spine_rtti
spine_from_property_set__offset(spine_from_property self, double value) → void
spine_from_property_set__to(spine_from_property self, spine_array_to_property value) → void
spine_from_property_value(spine_from_property self, spine_skeleton skeleton, spine_bone_pose source, bool local, Pointer<Float> offsets) double
Reads this property from the specified bone.
spine_from_rotate_cast_to_from_property(spine_from_rotate obj) spine_from_property
spine_from_rotate_create() spine_from_rotate
spine_from_rotate_dispose(spine_from_rotate self) → void
spine_from_rotate_get_rtti(spine_from_rotate self) spine_rtti
spine_from_rotate_rtti() spine_rtti
spine_from_rotate_value(spine_from_rotate self, spine_skeleton skeleton, spine_bone_pose source, bool local, Pointer<Float> offsets) double
spine_from_scale_x_cast_to_from_property(spine_from_scale_x obj) spine_from_property
spine_from_scale_x_create() spine_from_scale_x
spine_from_scale_x_dispose(spine_from_scale_x self) → void
spine_from_scale_x_get_rtti(spine_from_scale_x self) spine_rtti
spine_from_scale_x_rtti() spine_rtti
spine_from_scale_x_value(spine_from_scale_x self, spine_skeleton skeleton, spine_bone_pose source, bool local, Pointer<Float> offsets) double
spine_from_scale_y_cast_to_from_property(spine_from_scale_y obj) spine_from_property
spine_from_scale_y_create() spine_from_scale_y
spine_from_scale_y_dispose(spine_from_scale_y self) → void
spine_from_scale_y_get_rtti(spine_from_scale_y self) spine_rtti
spine_from_scale_y_rtti() spine_rtti
spine_from_scale_y_value(spine_from_scale_y self, spine_skeleton skeleton, spine_bone_pose source, bool local, Pointer<Float> offsets) double
spine_from_shear_y_cast_to_from_property(spine_from_shear_y obj) spine_from_property
spine_from_shear_y_create() spine_from_shear_y
spine_from_shear_y_dispose(spine_from_shear_y self) → void
spine_from_shear_y_get_rtti(spine_from_shear_y self) spine_rtti
spine_from_shear_y_rtti() spine_rtti
spine_from_shear_y_value(spine_from_shear_y self, spine_skeleton skeleton, spine_bone_pose source, bool local, Pointer<Float> offsets) double
spine_from_x_cast_to_from_property(spine_from_x obj) spine_from_property
spine_from_x_create() spine_from_x
spine_from_x_dispose(spine_from_x self) → void
spine_from_x_get_rtti(spine_from_x self) spine_rtti
spine_from_x_rtti() spine_rtti
spine_from_x_value(spine_from_x self, spine_skeleton skeleton, spine_bone_pose source, bool local, Pointer<Float> offsets) double
spine_from_y_cast_to_from_property(spine_from_y obj) spine_from_property
spine_from_y_create() spine_from_y
spine_from_y_dispose(spine_from_y self) → void
spine_from_y_get_rtti(spine_from_y self) spine_rtti
spine_from_y_rtti() spine_rtti
spine_from_y_value(spine_from_y self, spine_skeleton skeleton, spine_bone_pose source, bool local, Pointer<Float> offsets) double
spine_ik_constraint_apply_1(spine_skeleton skeleton, spine_bone_pose bone, double targetX, double targetY, bool compress, bool stretch, bool uniform, double mix) → void
Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world coordinate system.
spine_ik_constraint_apply_2(spine_skeleton skeleton, spine_bone_pose parent, spine_bone_pose child, double targetX, double targetY, int bendDirection, bool stretch, bool uniform, double softness, double mix) → void
Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The target is specified in the world coordinate system.
spine_ik_constraint_base_cast_to_constraint(spine_ik_constraint_base obj) spine_constraint
spine_ik_constraint_base_cast_to_ik_constraint(spine_ik_constraint_base obj) spine_ik_constraint
spine_ik_constraint_base_cast_to_posed(spine_ik_constraint_base obj) spine_posed
spine_ik_constraint_base_cast_to_posed_active(spine_ik_constraint_base obj) spine_posed_active
spine_ik_constraint_base_cast_to_update(spine_ik_constraint_base obj) spine_update
spine_ik_constraint_base_constrained(spine_ik_constraint_base self) → void
spine_ik_constraint_base_dispose(spine_ik_constraint_base self) → void
spine_ik_constraint_base_get_applied_pose(spine_ik_constraint_base self) spine_ik_constraint_pose
spine_ik_constraint_base_get_data(spine_ik_constraint_base self) spine_ik_constraint_data
spine_ik_constraint_base_get_pose(spine_ik_constraint_base self) spine_ik_constraint_pose
spine_ik_constraint_base_get_rtti(spine_ik_constraint_base self) spine_rtti
spine_ik_constraint_base_is_active(spine_ik_constraint_base self) bool
spine_ik_constraint_base_is_pose_equal_to_applied(spine_ik_constraint_base self) bool
spine_ik_constraint_base_is_source_active(spine_ik_constraint_base self) bool
spine_ik_constraint_base_reset_constrained(spine_ik_constraint_base self) → void
spine_ik_constraint_base_rtti() spine_rtti
spine_ik_constraint_base_set_active(spine_ik_constraint_base self, bool active) → void
spine_ik_constraint_base_sort(spine_ik_constraint_base self, spine_skeleton skeleton) → void
spine_ik_constraint_base_update(spine_ik_constraint_base self, spine_skeleton skeleton, int physics) → void
Inherited from Update
spine_ik_constraint_cast_to_constraint(spine_ik_constraint obj) spine_constraint
spine_ik_constraint_cast_to_ik_constraint_base(spine_ik_constraint obj) spine_ik_constraint_base
spine_ik_constraint_cast_to_posed(spine_ik_constraint obj) spine_posed
spine_ik_constraint_cast_to_posed_active(spine_ik_constraint obj) spine_posed_active
spine_ik_constraint_cast_to_update(spine_ik_constraint obj) spine_update
spine_ik_constraint_constrained(spine_ik_constraint self) → void
spine_ik_constraint_copy(spine_ik_constraint self, spine_skeleton skeleton) spine_ik_constraint
spine_ik_constraint_create(spine_ik_constraint_data data, spine_skeleton skeleton) spine_ik_constraint
spine_ik_constraint_data_cast_to_constraint_data(spine_ik_constraint_data obj) spine_constraint_data
spine_ik_constraint_data_cast_to_posed_data(spine_ik_constraint_data obj) spine_posed_data
spine_ik_constraint_data_create(Pointer<Char> name) spine_ik_constraint_data
spine_ik_constraint_data_create_method(spine_ik_constraint_data self, spine_skeleton skeleton) spine_constraint
spine_ik_constraint_data_dispose(spine_ik_constraint_data self) → void
spine_ik_constraint_data_get_bones(spine_ik_constraint_data self) spine_array_bone_data
The bones that are constrained by this IK Constraint.
spine_ik_constraint_data_get_name(spine_ik_constraint_data self) → Pointer<Char>
Resolve ambiguity by forwarding to PosedData's implementation
spine_ik_constraint_data_get_rtti(spine_ik_constraint_data self) spine_rtti
spine_ik_constraint_data_get_setup_pose(spine_ik_constraint_data self) spine_ik_constraint_pose
spine_ik_constraint_data_get_skin_required(spine_ik_constraint_data self) bool
spine_ik_constraint_data_get_target(spine_ik_constraint_data self) spine_bone_data
The bone that is the IK target.
spine_ik_constraint_data_get_uniform(spine_ik_constraint_data self) bool
When true and IkConstraintPose compress or stretch is used, the bone is scaled on both the X and Y axes.
spine_ik_constraint_data_rtti() spine_rtti
spine_ik_constraint_data_set_skin_required(spine_ik_constraint_data self, bool skinRequired) → void
spine_ik_constraint_data_set_target(spine_ik_constraint_data self, spine_bone_data inValue) → void
spine_ik_constraint_data_set_uniform(spine_ik_constraint_data self, bool uniform) → void
spine_ik_constraint_dispose(spine_ik_constraint self) → void
spine_ik_constraint_get_applied_pose(spine_ik_constraint self) spine_ik_constraint_pose
spine_ik_constraint_get_bones(spine_ik_constraint self) spine_array_bone_pose
spine_ik_constraint_get_data(spine_ik_constraint self) spine_ik_constraint_data
spine_ik_constraint_get_pose(spine_ik_constraint self) spine_ik_constraint_pose
spine_ik_constraint_get_rtti(spine_ik_constraint self) spine_rtti
spine_ik_constraint_get_target(spine_ik_constraint self) spine_bone
spine_ik_constraint_is_active(spine_ik_constraint self) bool
spine_ik_constraint_is_pose_equal_to_applied(spine_ik_constraint self) bool
spine_ik_constraint_is_source_active(spine_ik_constraint self) bool
spine_ik_constraint_pose_create() spine_ik_constraint_pose
spine_ik_constraint_pose_dispose(spine_ik_constraint_pose self) → void
spine_ik_constraint_pose_get_bend_direction(spine_ik_constraint_pose self) int
For two bone IK, controls the bend direction of the IK bones, either 1 or -1.
spine_ik_constraint_pose_get_compress(spine_ik_constraint_pose self) bool
For one bone IK, when true and the target is too close, the bone is scaled to reach it.
spine_ik_constraint_pose_get_mix(spine_ik_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
spine_ik_constraint_pose_get_softness(spine_ik_constraint_pose self) double
For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones will not straighten completely until the target is this far out of range.
spine_ik_constraint_pose_get_stretch(spine_ik_constraint_pose self) bool
When true and the target is out of range, the parent bone is scaled to reach it.
spine_ik_constraint_pose_set(spine_ik_constraint_pose self, spine_ik_constraint_pose pose) → void
spine_ik_constraint_pose_set_bend_direction(spine_ik_constraint_pose self, int bendDirection) → void
spine_ik_constraint_pose_set_compress(spine_ik_constraint_pose self, bool compress) → void
spine_ik_constraint_pose_set_mix(spine_ik_constraint_pose self, double mix) → void
spine_ik_constraint_pose_set_softness(spine_ik_constraint_pose self, double softness) → void
spine_ik_constraint_pose_set_stretch(spine_ik_constraint_pose self, bool stretch) → void
spine_ik_constraint_reset_constrained(spine_ik_constraint self) → void
spine_ik_constraint_rtti() spine_rtti
spine_ik_constraint_set_active(spine_ik_constraint self, bool active) → void
spine_ik_constraint_set_target(spine_ik_constraint self, spine_bone inValue) → void
spine_ik_constraint_sort(spine_ik_constraint self, spine_skeleton skeleton) → void
spine_ik_constraint_timeline_apply(spine_ik_constraint_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_ik_constraint_timeline_cast_to_constraint_timeline(spine_ik_constraint_timeline obj) spine_constraint_timeline
spine_ik_constraint_timeline_cast_to_curve_timeline(spine_ik_constraint_timeline obj) spine_curve_timeline
spine_ik_constraint_timeline_cast_to_timeline(spine_ik_constraint_timeline obj) spine_timeline
spine_ik_constraint_timeline_create(int frameCount, int bezierCount, int constraintIndex) spine_ik_constraint_timeline
spine_ik_constraint_timeline_dispose(spine_ik_constraint_timeline self) → void
spine_ik_constraint_timeline_get_bezier_value(spine_ik_constraint_timeline self, double time, int frame, int valueOffset, int i) double
spine_ik_constraint_timeline_get_constraint_index(spine_ik_constraint_timeline self) int
spine_ik_constraint_timeline_get_curves(spine_ik_constraint_timeline self) spine_array_float
spine_ik_constraint_timeline_get_duration(spine_ik_constraint_timeline self) double
spine_ik_constraint_timeline_get_frame_count(spine_ik_constraint_timeline self) int
spine_ik_constraint_timeline_get_frame_entries(spine_ik_constraint_timeline self) int
spine_ik_constraint_timeline_get_frames(spine_ik_constraint_timeline self) spine_array_float
spine_ik_constraint_timeline_get_property_ids(spine_ik_constraint_timeline self) spine_array_property_id
spine_ik_constraint_timeline_get_rtti(spine_ik_constraint_timeline self) spine_rtti
spine_ik_constraint_timeline_rtti() spine_rtti
spine_ik_constraint_timeline_set_bezier(spine_ik_constraint_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_ik_constraint_timeline_set_constraint_index(spine_ik_constraint_timeline self, int inValue) → void
spine_ik_constraint_timeline_set_frame(spine_ik_constraint_timeline self, int frame, double time, double mix, double softness, int bendDirection, bool compress, bool stretch) → void
Sets the time, mix, softness, bend direction, compress, and stretch for the specified frame.
spine_ik_constraint_timeline_set_linear(spine_ik_constraint_timeline self, int frame) → void
spine_ik_constraint_timeline_set_stepped(spine_ik_constraint_timeline self, int frame) → void
spine_ik_constraint_update(spine_ik_constraint self, spine_skeleton skeleton, int physics) → void
spine_inherit_timeline_apply(spine_inherit_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_inherit_timeline_cast_to_bone_timeline(spine_inherit_timeline obj) spine_bone_timeline
spine_inherit_timeline_cast_to_timeline(spine_inherit_timeline obj) spine_timeline
spine_inherit_timeline_create(int frameCount, int boneIndex) spine_inherit_timeline
spine_inherit_timeline_dispose(spine_inherit_timeline self) → void
spine_inherit_timeline_get_bone_index(spine_inherit_timeline self) int
spine_inherit_timeline_get_duration(spine_inherit_timeline self) double
spine_inherit_timeline_get_frame_count(spine_inherit_timeline self) int
spine_inherit_timeline_get_frame_entries(spine_inherit_timeline self) int
spine_inherit_timeline_get_frames(spine_inherit_timeline self) spine_array_float
spine_inherit_timeline_get_property_ids(spine_inherit_timeline self) spine_array_property_id
spine_inherit_timeline_get_rtti(spine_inherit_timeline self) spine_rtti
spine_inherit_timeline_rtti() spine_rtti
spine_inherit_timeline_set_bone_index(spine_inherit_timeline self, int inValue) → void
spine_inherit_timeline_set_frame(spine_inherit_timeline self, int frame, double time, int inherit) → void
Sets the inherit transform mode for the specified frame.
spine_linked_mesh_create(spine_mesh_attachment mesh, int skinIndex, int slotIndex, Pointer<Char> parent, bool inheritTimelines) spine_linked_mesh
spine_linked_mesh_create2(spine_mesh_attachment mesh, Pointer<Char> skin, int slotIndex, Pointer<Char> parent, bool inheritTimelines) spine_linked_mesh
spine_linked_mesh_dispose(spine_linked_mesh self) → void
spine_major_version() int
Version functions
spine_mesh_attachment_cast_to_attachment(spine_mesh_attachment obj) spine_attachment
spine_mesh_attachment_cast_to_vertex_attachment(spine_mesh_attachment obj) spine_vertex_attachment
spine_mesh_attachment_compute_world_vertices_1(spine_mesh_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, Pointer<Float> worldVertices, int offset, int stride) → void
spine_mesh_attachment_compute_world_vertices_2(spine_mesh_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, spine_array_float worldVertices, int offset, int stride) → void
spine_mesh_attachment_copy(spine_mesh_attachment self) spine_attachment
spine_mesh_attachment_copy_to(spine_mesh_attachment self, spine_vertex_attachment other) → void
spine_mesh_attachment_create(Pointer<Char> name) spine_mesh_attachment
spine_mesh_attachment_dereference(spine_mesh_attachment self) → void
spine_mesh_attachment_dispose(spine_mesh_attachment self) → void
spine_mesh_attachment_get_bones(spine_mesh_attachment self) spine_array_int
spine_mesh_attachment_get_color(spine_mesh_attachment self) spine_color
spine_mesh_attachment_get_edges(spine_mesh_attachment self) spine_array_unsigned_short
Nonessential.
spine_mesh_attachment_get_height(spine_mesh_attachment self) double
spine_mesh_attachment_get_hull_length(spine_mesh_attachment self) int
spine_mesh_attachment_get_id(spine_mesh_attachment self) int
Gets a unique ID for this attachment.
spine_mesh_attachment_get_name(spine_mesh_attachment self) → Pointer<Char>
spine_mesh_attachment_get_parent_mesh(spine_mesh_attachment self) spine_mesh_attachment
spine_mesh_attachment_get_path(spine_mesh_attachment self) → Pointer<Char>
spine_mesh_attachment_get_ref_count(spine_mesh_attachment self) int
spine_mesh_attachment_get_region(spine_mesh_attachment self) spine_texture_region
spine_mesh_attachment_get_region_u_vs(spine_mesh_attachment self) spine_array_float
spine_mesh_attachment_get_rtti(spine_mesh_attachment self) spine_rtti
spine_mesh_attachment_get_sequence(spine_mesh_attachment self) spine_sequence
spine_mesh_attachment_get_timeline_attachment(spine_mesh_attachment self) spine_attachment
spine_mesh_attachment_get_triangles(spine_mesh_attachment self) spine_array_unsigned_short
spine_mesh_attachment_get_u_vs(spine_mesh_attachment self) spine_array_float
The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateRegion
spine_mesh_attachment_get_vertices(spine_mesh_attachment self) spine_array_float
spine_mesh_attachment_get_width(spine_mesh_attachment self) double
spine_mesh_attachment_get_world_vertices_length(spine_mesh_attachment self) int
spine_mesh_attachment_new_linked_mesh(spine_mesh_attachment self) spine_mesh_attachment
spine_mesh_attachment_reference(spine_mesh_attachment self) → void
spine_mesh_attachment_rtti() spine_rtti
spine_mesh_attachment_set_bones(spine_mesh_attachment self, spine_array_int bones) → void
spine_mesh_attachment_set_edges(spine_mesh_attachment self, spine_array_unsigned_short inValue) → void
spine_mesh_attachment_set_height(spine_mesh_attachment self, double inValue) → void
spine_mesh_attachment_set_hull_length(spine_mesh_attachment self, int inValue) → void
spine_mesh_attachment_set_parent_mesh(spine_mesh_attachment self, spine_mesh_attachment inValue) → void
spine_mesh_attachment_set_path(spine_mesh_attachment self, Pointer<Char> inValue) → void
spine_mesh_attachment_set_region(spine_mesh_attachment self, spine_texture_region region) → void
spine_mesh_attachment_set_region_u_vs(spine_mesh_attachment self, spine_array_float inValue) → void
spine_mesh_attachment_set_sequence(spine_mesh_attachment self, spine_sequence sequence) → void
spine_mesh_attachment_set_timeline_attachment(spine_mesh_attachment self, spine_attachment attachment) → void
spine_mesh_attachment_set_triangles(spine_mesh_attachment self, spine_array_unsigned_short inValue) → void
spine_mesh_attachment_set_vertices(spine_mesh_attachment self, spine_array_float vertices) → void
spine_mesh_attachment_set_width(spine_mesh_attachment self, double inValue) → void
spine_mesh_attachment_set_world_vertices_length(spine_mesh_attachment self, int inValue) → void
spine_mesh_attachment_update_region(spine_mesh_attachment self) → void
spine_minor_version() int
spine_path_attachment_cast_to_attachment(spine_path_attachment obj) spine_attachment
spine_path_attachment_cast_to_vertex_attachment(spine_path_attachment obj) spine_vertex_attachment
spine_path_attachment_compute_world_vertices_1(spine_path_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, Pointer<Float> worldVertices, int offset, int stride) → void
Transforms the attachment's local vertices to world coordinates. If the slot's SlotPose::getDeform() is not empty, it is used to deform the vertices.
spine_path_attachment_compute_world_vertices_2(spine_path_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, spine_array_float worldVertices, int offset, int stride) → void
spine_path_attachment_copy(spine_path_attachment self) spine_attachment
spine_path_attachment_copy_to(spine_path_attachment self, spine_vertex_attachment other) → void
spine_path_attachment_create(Pointer<Char> name) spine_path_attachment
spine_path_attachment_dereference(spine_path_attachment self) → void
spine_path_attachment_dispose(spine_path_attachment self) → void
spine_path_attachment_get_bones(spine_path_attachment self) spine_array_int
spine_path_attachment_get_closed(spine_path_attachment self) bool
spine_path_attachment_get_color(spine_path_attachment self) spine_color
spine_path_attachment_get_constant_speed(spine_path_attachment self) bool
spine_path_attachment_get_id(spine_path_attachment self) int
Gets a unique ID for this attachment.
spine_path_attachment_get_lengths(spine_path_attachment self) spine_array_float
The length in the setup pose from the start of the path to the end of each curve.
spine_path_attachment_get_name(spine_path_attachment self) → Pointer<Char>
spine_path_attachment_get_ref_count(spine_path_attachment self) int
spine_path_attachment_get_rtti(spine_path_attachment self) spine_rtti
spine_path_attachment_get_timeline_attachment(spine_path_attachment self) spine_attachment
spine_path_attachment_get_vertices(spine_path_attachment self) spine_array_float
spine_path_attachment_get_world_vertices_length(spine_path_attachment self) int
spine_path_attachment_reference(spine_path_attachment self) → void
spine_path_attachment_rtti() spine_rtti
spine_path_attachment_set_bones(spine_path_attachment self, spine_array_int bones) → void
spine_path_attachment_set_closed(spine_path_attachment self, bool inValue) → void
spine_path_attachment_set_constant_speed(spine_path_attachment self, bool inValue) → void
spine_path_attachment_set_lengths(spine_path_attachment self, spine_array_float inValue) → void
spine_path_attachment_set_timeline_attachment(spine_path_attachment self, spine_attachment attachment) → void
spine_path_attachment_set_vertices(spine_path_attachment self, spine_array_float vertices) → void
spine_path_attachment_set_world_vertices_length(spine_path_attachment self, int inValue) → void
spine_path_constraint_base_cast_to_constraint(spine_path_constraint_base obj) spine_constraint
spine_path_constraint_base_cast_to_path_constraint(spine_path_constraint_base obj) spine_path_constraint
spine_path_constraint_base_cast_to_posed(spine_path_constraint_base obj) spine_posed
spine_path_constraint_base_cast_to_posed_active(spine_path_constraint_base obj) spine_posed_active
spine_path_constraint_base_cast_to_update(spine_path_constraint_base obj) spine_update
spine_path_constraint_base_constrained(spine_path_constraint_base self) → void
spine_path_constraint_base_dispose(spine_path_constraint_base self) → void
spine_path_constraint_base_get_applied_pose(spine_path_constraint_base self) spine_path_constraint_pose
spine_path_constraint_base_get_data(spine_path_constraint_base self) spine_path_constraint_data
spine_path_constraint_base_get_pose(spine_path_constraint_base self) spine_path_constraint_pose
spine_path_constraint_base_get_rtti(spine_path_constraint_base self) spine_rtti
spine_path_constraint_base_is_active(spine_path_constraint_base self) bool
spine_path_constraint_base_is_pose_equal_to_applied(spine_path_constraint_base self) bool
spine_path_constraint_base_is_source_active(spine_path_constraint_base self) bool
spine_path_constraint_base_reset_constrained(spine_path_constraint_base self) → void
spine_path_constraint_base_rtti() spine_rtti
spine_path_constraint_base_set_active(spine_path_constraint_base self, bool active) → void
spine_path_constraint_base_sort(spine_path_constraint_base self, spine_skeleton skeleton) → void
spine_path_constraint_base_update(spine_path_constraint_base self, spine_skeleton skeleton, int physics) → void
Inherited from Update
spine_path_constraint_cast_to_constraint(spine_path_constraint obj) spine_constraint
spine_path_constraint_cast_to_path_constraint_base(spine_path_constraint obj) spine_path_constraint_base
spine_path_constraint_cast_to_posed(spine_path_constraint obj) spine_posed
spine_path_constraint_cast_to_posed_active(spine_path_constraint obj) spine_posed_active
spine_path_constraint_cast_to_update(spine_path_constraint obj) spine_update
spine_path_constraint_constrained(spine_path_constraint self) → void
spine_path_constraint_copy(spine_path_constraint self, spine_skeleton skeleton) spine_path_constraint
spine_path_constraint_create(spine_path_constraint_data data, spine_skeleton skeleton) spine_path_constraint
spine_path_constraint_data_cast_to_constraint_data(spine_path_constraint_data obj) spine_constraint_data
spine_path_constraint_data_cast_to_posed_data(spine_path_constraint_data obj) spine_posed_data
spine_path_constraint_data_create(Pointer<Char> name) spine_path_constraint_data
spine_path_constraint_data_create_method(spine_path_constraint_data self, spine_skeleton skeleton) spine_constraint
spine_path_constraint_data_dispose(spine_path_constraint_data self) → void
spine_path_constraint_data_get_bones(spine_path_constraint_data self) spine_array_bone_data
The bones that will be modified by this path constraint.
spine_path_constraint_data_get_name(spine_path_constraint_data self) → Pointer<Char>
Resolve ambiguity by forwarding to PosedData's implementation
spine_path_constraint_data_get_offset_rotation(spine_path_constraint_data self) double
An offset added to the constrained bone rotation.
spine_path_constraint_data_get_position_mode(spine_path_constraint_data self) int
The mode for positioning the first bone on the path.
spine_path_constraint_data_get_rotate_mode(spine_path_constraint_data self) int
The mode for adjusting the rotation of the bones.
spine_path_constraint_data_get_rtti(spine_path_constraint_data self) spine_rtti
spine_path_constraint_data_get_setup_pose(spine_path_constraint_data self) spine_path_constraint_pose
spine_path_constraint_data_get_skin_required(spine_path_constraint_data self) bool
spine_path_constraint_data_get_slot(spine_path_constraint_data self) spine_slot_data
The slot whose path attachment will be used to constrained the bones.
spine_path_constraint_data_get_spacing_mode(spine_path_constraint_data self) int
The mode for positioning the bones after the first bone on the path.
spine_path_constraint_data_rtti() spine_rtti
spine_path_constraint_data_set_offset_rotation(spine_path_constraint_data self, double offsetRotation) → void
spine_path_constraint_data_set_position_mode(spine_path_constraint_data self, int positionMode) → void
spine_path_constraint_data_set_rotate_mode(spine_path_constraint_data self, int rotateMode) → void
spine_path_constraint_data_set_skin_required(spine_path_constraint_data self, bool skinRequired) → void
spine_path_constraint_data_set_slot(spine_path_constraint_data self, spine_slot_data slot) → void
spine_path_constraint_data_set_spacing_mode(spine_path_constraint_data self, int spacingMode) → void
spine_path_constraint_dispose(spine_path_constraint self) → void
spine_path_constraint_get_applied_pose(spine_path_constraint self) spine_path_constraint_pose
spine_path_constraint_get_bones(spine_path_constraint self) spine_array_bone_pose
The bones that will be modified by this path constraint.
spine_path_constraint_get_data(spine_path_constraint self) spine_path_constraint_data
spine_path_constraint_get_pose(spine_path_constraint self) spine_path_constraint_pose
spine_path_constraint_get_rtti(spine_path_constraint self) spine_rtti
spine_path_constraint_get_slot(spine_path_constraint self) spine_slot
The slot whose path attachment will be used to constrained the bones.
spine_path_constraint_is_active(spine_path_constraint self) bool
spine_path_constraint_is_pose_equal_to_applied(spine_path_constraint self) bool
spine_path_constraint_is_source_active(spine_path_constraint self) bool
spine_path_constraint_mix_timeline_apply(spine_path_constraint_mix_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_path_constraint_mix_timeline_cast_to_constraint_timeline(spine_path_constraint_mix_timeline obj) spine_constraint_timeline
spine_path_constraint_mix_timeline_cast_to_curve_timeline(spine_path_constraint_mix_timeline obj) spine_curve_timeline
spine_path_constraint_mix_timeline_cast_to_timeline(spine_path_constraint_mix_timeline obj) spine_timeline
spine_path_constraint_mix_timeline_create(int frameCount, int bezierCount, int constraintIndex) spine_path_constraint_mix_timeline
spine_path_constraint_mix_timeline_dispose(spine_path_constraint_mix_timeline self) → void
spine_path_constraint_mix_timeline_get_bezier_value(spine_path_constraint_mix_timeline self, double time, int frame, int valueOffset, int i) double
spine_path_constraint_mix_timeline_get_constraint_index(spine_path_constraint_mix_timeline self) int
spine_path_constraint_mix_timeline_get_curves(spine_path_constraint_mix_timeline self) spine_array_float
spine_path_constraint_mix_timeline_get_duration(spine_path_constraint_mix_timeline self) double
spine_path_constraint_mix_timeline_get_frame_count(spine_path_constraint_mix_timeline self) int
spine_path_constraint_mix_timeline_get_frame_entries(spine_path_constraint_mix_timeline self) int
spine_path_constraint_mix_timeline_get_frames(spine_path_constraint_mix_timeline self) spine_array_float
spine_path_constraint_mix_timeline_get_property_ids(spine_path_constraint_mix_timeline self) spine_array_property_id
spine_path_constraint_mix_timeline_get_rtti(spine_path_constraint_mix_timeline self) spine_rtti
spine_path_constraint_mix_timeline_rtti() spine_rtti
spine_path_constraint_mix_timeline_set_bezier(spine_path_constraint_mix_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_path_constraint_mix_timeline_set_constraint_index(spine_path_constraint_mix_timeline self, int inValue) → void
spine_path_constraint_mix_timeline_set_frame(spine_path_constraint_mix_timeline self, int frame, double time, double mixRotate, double mixX, double mixY) → void
Sets the time and color for the specified frame.
spine_path_constraint_mix_timeline_set_linear(spine_path_constraint_mix_timeline self, int frame) → void
spine_path_constraint_mix_timeline_set_stepped(spine_path_constraint_mix_timeline self, int frame) → void
spine_path_constraint_pose_create() spine_path_constraint_pose
spine_path_constraint_pose_dispose(spine_path_constraint_pose self) → void
spine_path_constraint_pose_get_mix_rotate(spine_path_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
spine_path_constraint_pose_get_mix_x(spine_path_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.
spine_path_constraint_pose_get_mix_y(spine_path_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.
spine_path_constraint_pose_get_position(spine_path_constraint_pose self) double
The position along the path.
spine_path_constraint_pose_get_spacing(spine_path_constraint_pose self) double
The spacing between bones.
spine_path_constraint_pose_set(spine_path_constraint_pose self, spine_path_constraint_pose pose) → void
spine_path_constraint_pose_set_mix_rotate(spine_path_constraint_pose self, double mixRotate) → void
spine_path_constraint_pose_set_mix_x(spine_path_constraint_pose self, double mixX) → void
spine_path_constraint_pose_set_mix_y(spine_path_constraint_pose self, double mixY) → void
spine_path_constraint_pose_set_position(spine_path_constraint_pose self, double position) → void
spine_path_constraint_pose_set_spacing(spine_path_constraint_pose self, double spacing) → void
spine_path_constraint_position_timeline_apply(spine_path_constraint_position_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_path_constraint_position_timeline_cast_to_constraint_timeline(spine_path_constraint_position_timeline obj) spine_constraint_timeline
spine_path_constraint_position_timeline_cast_to_constraint_timeline1(spine_path_constraint_position_timeline obj) spine_constraint_timeline1
spine_path_constraint_position_timeline_cast_to_curve_timeline(spine_path_constraint_position_timeline obj) spine_curve_timeline
spine_path_constraint_position_timeline_cast_to_curve_timeline1(spine_path_constraint_position_timeline obj) spine_curve_timeline1
spine_path_constraint_position_timeline_cast_to_timeline(spine_path_constraint_position_timeline obj) spine_timeline
spine_path_constraint_position_timeline_create(int frameCount, int bezierCount, int constraintIndex) spine_path_constraint_position_timeline
spine_path_constraint_position_timeline_dispose(spine_path_constraint_position_timeline self) → void
spine_path_constraint_position_timeline_get_absolute_value_1(spine_path_constraint_position_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_path_constraint_position_timeline_get_absolute_value_2(spine_path_constraint_position_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_path_constraint_position_timeline_get_bezier_value(spine_path_constraint_position_timeline self, double time, int frame, int valueOffset, int i) double
spine_path_constraint_position_timeline_get_constraint_index(spine_path_constraint_position_timeline self) int
spine_path_constraint_position_timeline_get_curve_value(spine_path_constraint_position_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_path_constraint_position_timeline_get_curves(spine_path_constraint_position_timeline self) spine_array_float
spine_path_constraint_position_timeline_get_duration(spine_path_constraint_position_timeline self) double
spine_path_constraint_position_timeline_get_frame_count(spine_path_constraint_position_timeline self) int
spine_path_constraint_position_timeline_get_frame_entries(spine_path_constraint_position_timeline self) int
spine_path_constraint_position_timeline_get_frames(spine_path_constraint_position_timeline self) spine_array_float
spine_path_constraint_position_timeline_get_property_ids(spine_path_constraint_position_timeline self) spine_array_property_id
spine_path_constraint_position_timeline_get_relative_value(spine_path_constraint_position_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_path_constraint_position_timeline_get_rtti(spine_path_constraint_position_timeline self) spine_rtti
spine_path_constraint_position_timeline_get_scale_value(spine_path_constraint_position_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_path_constraint_position_timeline_rtti() spine_rtti
spine_path_constraint_position_timeline_set_bezier(spine_path_constraint_position_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_path_constraint_position_timeline_set_constraint_index(spine_path_constraint_position_timeline self, int inValue) → void
spine_path_constraint_position_timeline_set_frame(spine_path_constraint_position_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_path_constraint_position_timeline_set_linear(spine_path_constraint_position_timeline self, int frame) → void
spine_path_constraint_position_timeline_set_stepped(spine_path_constraint_position_timeline self, int frame) → void
spine_path_constraint_reset_constrained(spine_path_constraint self) → void
spine_path_constraint_rtti() spine_rtti
spine_path_constraint_set_active(spine_path_constraint self, bool active) → void
spine_path_constraint_set_slot(spine_path_constraint self, spine_slot slot) → void
spine_path_constraint_sort(spine_path_constraint self, spine_skeleton skeleton) → void
spine_path_constraint_spacing_timeline_apply(spine_path_constraint_spacing_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_path_constraint_spacing_timeline_cast_to_constraint_timeline(spine_path_constraint_spacing_timeline obj) spine_constraint_timeline
spine_path_constraint_spacing_timeline_cast_to_constraint_timeline1(spine_path_constraint_spacing_timeline obj) spine_constraint_timeline1
spine_path_constraint_spacing_timeline_cast_to_curve_timeline(spine_path_constraint_spacing_timeline obj) spine_curve_timeline
spine_path_constraint_spacing_timeline_cast_to_curve_timeline1(spine_path_constraint_spacing_timeline obj) spine_curve_timeline1
spine_path_constraint_spacing_timeline_cast_to_timeline(spine_path_constraint_spacing_timeline obj) spine_timeline
spine_path_constraint_spacing_timeline_create(int frameCount, int bezierCount, int constraintIndex) spine_path_constraint_spacing_timeline
spine_path_constraint_spacing_timeline_dispose(spine_path_constraint_spacing_timeline self) → void
spine_path_constraint_spacing_timeline_get_absolute_value_1(spine_path_constraint_spacing_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_path_constraint_spacing_timeline_get_absolute_value_2(spine_path_constraint_spacing_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_path_constraint_spacing_timeline_get_bezier_value(spine_path_constraint_spacing_timeline self, double time, int frame, int valueOffset, int i) double
spine_path_constraint_spacing_timeline_get_constraint_index(spine_path_constraint_spacing_timeline self) int
spine_path_constraint_spacing_timeline_get_curve_value(spine_path_constraint_spacing_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_path_constraint_spacing_timeline_get_curves(spine_path_constraint_spacing_timeline self) spine_array_float
spine_path_constraint_spacing_timeline_get_duration(spine_path_constraint_spacing_timeline self) double
spine_path_constraint_spacing_timeline_get_frame_count(spine_path_constraint_spacing_timeline self) int
spine_path_constraint_spacing_timeline_get_frame_entries(spine_path_constraint_spacing_timeline self) int
spine_path_constraint_spacing_timeline_get_frames(spine_path_constraint_spacing_timeline self) spine_array_float
spine_path_constraint_spacing_timeline_get_property_ids(spine_path_constraint_spacing_timeline self) spine_array_property_id
spine_path_constraint_spacing_timeline_get_relative_value(spine_path_constraint_spacing_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_path_constraint_spacing_timeline_get_rtti(spine_path_constraint_spacing_timeline self) spine_rtti
spine_path_constraint_spacing_timeline_get_scale_value(spine_path_constraint_spacing_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_path_constraint_spacing_timeline_rtti() spine_rtti
spine_path_constraint_spacing_timeline_set_bezier(spine_path_constraint_spacing_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_path_constraint_spacing_timeline_set_constraint_index(spine_path_constraint_spacing_timeline self, int inValue) → void
spine_path_constraint_spacing_timeline_set_frame(spine_path_constraint_spacing_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_path_constraint_spacing_timeline_set_linear(spine_path_constraint_spacing_timeline self, int frame) → void
spine_path_constraint_spacing_timeline_set_stepped(spine_path_constraint_spacing_timeline self, int frame) → void
spine_path_constraint_update(spine_path_constraint self, spine_skeleton skeleton, int physics) → void
Applies the constraint to the constrained bones.
spine_physics_constraint_base_cast_to_constraint(spine_physics_constraint_base obj) spine_constraint
spine_physics_constraint_base_cast_to_physics_constraint(spine_physics_constraint_base obj) spine_physics_constraint
spine_physics_constraint_base_cast_to_posed(spine_physics_constraint_base obj) spine_posed
spine_physics_constraint_base_cast_to_posed_active(spine_physics_constraint_base obj) spine_posed_active
spine_physics_constraint_base_cast_to_update(spine_physics_constraint_base obj) spine_update
spine_physics_constraint_base_constrained(spine_physics_constraint_base self) → void
spine_physics_constraint_base_dispose(spine_physics_constraint_base self) → void
spine_physics_constraint_base_get_applied_pose(spine_physics_constraint_base self) spine_physics_constraint_pose
spine_physics_constraint_base_get_data(spine_physics_constraint_base self) spine_physics_constraint_data
spine_physics_constraint_base_get_pose(spine_physics_constraint_base self) spine_physics_constraint_pose
spine_physics_constraint_base_get_rtti(spine_physics_constraint_base self) spine_rtti
spine_physics_constraint_base_is_active(spine_physics_constraint_base self) bool
spine_physics_constraint_base_is_pose_equal_to_applied(spine_physics_constraint_base self) bool
spine_physics_constraint_base_is_source_active(spine_physics_constraint_base self) bool
spine_physics_constraint_base_reset_constrained(spine_physics_constraint_base self) → void
spine_physics_constraint_base_rtti() spine_rtti
spine_physics_constraint_base_set_active(spine_physics_constraint_base self, bool active) → void
spine_physics_constraint_base_sort(spine_physics_constraint_base self, spine_skeleton skeleton) → void
spine_physics_constraint_base_update(spine_physics_constraint_base self, spine_skeleton skeleton, int physics) → void
Inherited from Update
spine_physics_constraint_cast_to_constraint(spine_physics_constraint obj) spine_constraint
spine_physics_constraint_cast_to_physics_constraint_base(spine_physics_constraint obj) spine_physics_constraint_base
spine_physics_constraint_cast_to_posed(spine_physics_constraint obj) spine_posed
spine_physics_constraint_cast_to_posed_active(spine_physics_constraint obj) spine_posed_active
spine_physics_constraint_cast_to_update(spine_physics_constraint obj) spine_update
spine_physics_constraint_constrained(spine_physics_constraint self) → void
spine_physics_constraint_copy(spine_physics_constraint self, spine_skeleton skeleton) spine_physics_constraint
spine_physics_constraint_create(spine_physics_constraint_data data, spine_skeleton skeleton) spine_physics_constraint
spine_physics_constraint_damping_timeline_apply(spine_physics_constraint_damping_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_damping_timeline_cast_to_constraint_timeline(spine_physics_constraint_damping_timeline obj) spine_constraint_timeline
spine_physics_constraint_damping_timeline_cast_to_curve_timeline(spine_physics_constraint_damping_timeline obj) spine_curve_timeline
spine_physics_constraint_damping_timeline_cast_to_curve_timeline1(spine_physics_constraint_damping_timeline obj) spine_curve_timeline1
spine_physics_constraint_damping_timeline_cast_to_physics_constraint_timeline(spine_physics_constraint_damping_timeline obj) spine_physics_constraint_timeline
spine_physics_constraint_damping_timeline_cast_to_timeline(spine_physics_constraint_damping_timeline obj) spine_timeline
spine_physics_constraint_damping_timeline_create(int frameCount, int bezierCount, int physicsConstraintIndex) spine_physics_constraint_damping_timeline
spine_physics_constraint_damping_timeline_dispose(spine_physics_constraint_damping_timeline self) → void
spine_physics_constraint_damping_timeline_get_absolute_value_1(spine_physics_constraint_damping_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_damping_timeline_get_absolute_value_2(spine_physics_constraint_damping_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_damping_timeline_get_bezier_value(spine_physics_constraint_damping_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_damping_timeline_get_constraint_index(spine_physics_constraint_damping_timeline self) int
spine_physics_constraint_damping_timeline_get_curve_value(spine_physics_constraint_damping_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_damping_timeline_get_curves(spine_physics_constraint_damping_timeline self) spine_array_float
spine_physics_constraint_damping_timeline_get_duration(spine_physics_constraint_damping_timeline self) double
spine_physics_constraint_damping_timeline_get_frame_count(spine_physics_constraint_damping_timeline self) int
spine_physics_constraint_damping_timeline_get_frame_entries(spine_physics_constraint_damping_timeline self) int
spine_physics_constraint_damping_timeline_get_frames(spine_physics_constraint_damping_timeline self) spine_array_float
spine_physics_constraint_damping_timeline_get_property_ids(spine_physics_constraint_damping_timeline self) spine_array_property_id
spine_physics_constraint_damping_timeline_get_relative_value(spine_physics_constraint_damping_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_damping_timeline_get_rtti(spine_physics_constraint_damping_timeline self) spine_rtti
spine_physics_constraint_damping_timeline_get_scale_value(spine_physics_constraint_damping_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_damping_timeline_rtti() spine_rtti
spine_physics_constraint_damping_timeline_set_bezier(spine_physics_constraint_damping_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_damping_timeline_set_constraint_index(spine_physics_constraint_damping_timeline self, int inValue) → void
spine_physics_constraint_damping_timeline_set_frame(spine_physics_constraint_damping_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_damping_timeline_set_linear(spine_physics_constraint_damping_timeline self, int frame) → void
spine_physics_constraint_damping_timeline_set_stepped(spine_physics_constraint_damping_timeline self, int frame) → void
spine_physics_constraint_data_cast_to_constraint_data(spine_physics_constraint_data obj) spine_constraint_data
spine_physics_constraint_data_cast_to_posed_data(spine_physics_constraint_data obj) spine_posed_data
spine_physics_constraint_data_create(Pointer<Char> name) spine_physics_constraint_data
spine_physics_constraint_data_create_method(spine_physics_constraint_data self, spine_skeleton skeleton) spine_constraint
spine_physics_constraint_data_dispose(spine_physics_constraint_data self) → void
spine_physics_constraint_data_get_bone(spine_physics_constraint_data self) spine_bone_data
The bone constrained by this physics constraint.
spine_physics_constraint_data_get_damping_global(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_gravity_global(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_inertia_global(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_limit(spine_physics_constraint_data self) double
spine_physics_constraint_data_get_mass_global(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_mix_global(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_name(spine_physics_constraint_data self) → Pointer<Char>
Resolve ambiguity by forwarding to PosedData's implementation
spine_physics_constraint_data_get_rotate(spine_physics_constraint_data self) double
spine_physics_constraint_data_get_rtti(spine_physics_constraint_data self) spine_rtti
spine_physics_constraint_data_get_scale_x(spine_physics_constraint_data self) double
spine_physics_constraint_data_get_setup_pose(spine_physics_constraint_data self) spine_physics_constraint_pose
spine_physics_constraint_data_get_shear_x(spine_physics_constraint_data self) double
spine_physics_constraint_data_get_skin_required(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_step(spine_physics_constraint_data self) double
spine_physics_constraint_data_get_strength_global(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_wind_global(spine_physics_constraint_data self) bool
spine_physics_constraint_data_get_x(spine_physics_constraint_data self) double
spine_physics_constraint_data_get_y(spine_physics_constraint_data self) double
spine_physics_constraint_data_rtti() spine_rtti
spine_physics_constraint_data_set_bone(spine_physics_constraint_data self, spine_bone_data bone) → void
spine_physics_constraint_data_set_damping_global(spine_physics_constraint_data self, bool dampingGlobal) → void
spine_physics_constraint_data_set_gravity_global(spine_physics_constraint_data self, bool gravityGlobal) → void
spine_physics_constraint_data_set_inertia_global(spine_physics_constraint_data self, bool inertiaGlobal) → void
spine_physics_constraint_data_set_limit(spine_physics_constraint_data self, double limit) → void
spine_physics_constraint_data_set_mass_global(spine_physics_constraint_data self, bool massGlobal) → void
spine_physics_constraint_data_set_mix_global(spine_physics_constraint_data self, bool mixGlobal) → void
spine_physics_constraint_data_set_rotate(spine_physics_constraint_data self, double rotate) → void
spine_physics_constraint_data_set_scale_x(spine_physics_constraint_data self, double scaleX) → void
spine_physics_constraint_data_set_shear_x(spine_physics_constraint_data self, double shearX) → void
spine_physics_constraint_data_set_skin_required(spine_physics_constraint_data self, bool skinRequired) → void
spine_physics_constraint_data_set_step(spine_physics_constraint_data self, double step) → void
spine_physics_constraint_data_set_strength_global(spine_physics_constraint_data self, bool strengthGlobal) → void
spine_physics_constraint_data_set_wind_global(spine_physics_constraint_data self, bool windGlobal) → void
spine_physics_constraint_data_set_x(spine_physics_constraint_data self, double x) → void
spine_physics_constraint_data_set_y(spine_physics_constraint_data self, double y) → void
spine_physics_constraint_dispose(spine_physics_constraint self) → void
spine_physics_constraint_get_applied_pose(spine_physics_constraint self) spine_physics_constraint_pose
spine_physics_constraint_get_bone(spine_physics_constraint self) spine_bone_pose
The bone constrained by this physics constraint.
spine_physics_constraint_get_data(spine_physics_constraint self) spine_physics_constraint_data
spine_physics_constraint_get_pose(spine_physics_constraint self) spine_physics_constraint_pose
spine_physics_constraint_get_rtti(spine_physics_constraint self) spine_rtti
spine_physics_constraint_gravity_timeline_apply(spine_physics_constraint_gravity_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_gravity_timeline_cast_to_constraint_timeline(spine_physics_constraint_gravity_timeline obj) spine_constraint_timeline
spine_physics_constraint_gravity_timeline_cast_to_curve_timeline(spine_physics_constraint_gravity_timeline obj) spine_curve_timeline
spine_physics_constraint_gravity_timeline_cast_to_curve_timeline1(spine_physics_constraint_gravity_timeline obj) spine_curve_timeline1
spine_physics_constraint_gravity_timeline_cast_to_physics_constraint_timeline(spine_physics_constraint_gravity_timeline obj) spine_physics_constraint_timeline
spine_physics_constraint_gravity_timeline_cast_to_timeline(spine_physics_constraint_gravity_timeline obj) spine_timeline
spine_physics_constraint_gravity_timeline_create(int frameCount, int bezierCount, int physicsConstraintIndex) spine_physics_constraint_gravity_timeline
spine_physics_constraint_gravity_timeline_dispose(spine_physics_constraint_gravity_timeline self) → void
spine_physics_constraint_gravity_timeline_get_absolute_value_1(spine_physics_constraint_gravity_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_gravity_timeline_get_absolute_value_2(spine_physics_constraint_gravity_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_gravity_timeline_get_bezier_value(spine_physics_constraint_gravity_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_gravity_timeline_get_constraint_index(spine_physics_constraint_gravity_timeline self) int
spine_physics_constraint_gravity_timeline_get_curve_value(spine_physics_constraint_gravity_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_gravity_timeline_get_curves(spine_physics_constraint_gravity_timeline self) spine_array_float
spine_physics_constraint_gravity_timeline_get_duration(spine_physics_constraint_gravity_timeline self) double
spine_physics_constraint_gravity_timeline_get_frame_count(spine_physics_constraint_gravity_timeline self) int
spine_physics_constraint_gravity_timeline_get_frame_entries(spine_physics_constraint_gravity_timeline self) int
spine_physics_constraint_gravity_timeline_get_frames(spine_physics_constraint_gravity_timeline self) spine_array_float
spine_physics_constraint_gravity_timeline_get_property_ids(spine_physics_constraint_gravity_timeline self) spine_array_property_id
spine_physics_constraint_gravity_timeline_get_relative_value(spine_physics_constraint_gravity_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_gravity_timeline_get_rtti(spine_physics_constraint_gravity_timeline self) spine_rtti
spine_physics_constraint_gravity_timeline_get_scale_value(spine_physics_constraint_gravity_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_gravity_timeline_rtti() spine_rtti
spine_physics_constraint_gravity_timeline_set_bezier(spine_physics_constraint_gravity_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_gravity_timeline_set_constraint_index(spine_physics_constraint_gravity_timeline self, int inValue) → void
spine_physics_constraint_gravity_timeline_set_frame(spine_physics_constraint_gravity_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_gravity_timeline_set_linear(spine_physics_constraint_gravity_timeline self, int frame) → void
spine_physics_constraint_gravity_timeline_set_stepped(spine_physics_constraint_gravity_timeline self, int frame) → void
spine_physics_constraint_inertia_timeline_apply(spine_physics_constraint_inertia_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_inertia_timeline_cast_to_constraint_timeline(spine_physics_constraint_inertia_timeline obj) spine_constraint_timeline
spine_physics_constraint_inertia_timeline_cast_to_curve_timeline(spine_physics_constraint_inertia_timeline obj) spine_curve_timeline
spine_physics_constraint_inertia_timeline_cast_to_curve_timeline1(spine_physics_constraint_inertia_timeline obj) spine_curve_timeline1
spine_physics_constraint_inertia_timeline_cast_to_physics_constraint_timeline(spine_physics_constraint_inertia_timeline obj) spine_physics_constraint_timeline
spine_physics_constraint_inertia_timeline_cast_to_timeline(spine_physics_constraint_inertia_timeline obj) spine_timeline
spine_physics_constraint_inertia_timeline_create(int frameCount, int bezierCount, int physicsConstraintIndex) spine_physics_constraint_inertia_timeline
spine_physics_constraint_inertia_timeline_dispose(spine_physics_constraint_inertia_timeline self) → void
spine_physics_constraint_inertia_timeline_get_absolute_value_1(spine_physics_constraint_inertia_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_inertia_timeline_get_absolute_value_2(spine_physics_constraint_inertia_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_inertia_timeline_get_bezier_value(spine_physics_constraint_inertia_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_inertia_timeline_get_constraint_index(spine_physics_constraint_inertia_timeline self) int
spine_physics_constraint_inertia_timeline_get_curve_value(spine_physics_constraint_inertia_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_inertia_timeline_get_curves(spine_physics_constraint_inertia_timeline self) spine_array_float
spine_physics_constraint_inertia_timeline_get_duration(spine_physics_constraint_inertia_timeline self) double
spine_physics_constraint_inertia_timeline_get_frame_count(spine_physics_constraint_inertia_timeline self) int
spine_physics_constraint_inertia_timeline_get_frame_entries(spine_physics_constraint_inertia_timeline self) int
spine_physics_constraint_inertia_timeline_get_frames(spine_physics_constraint_inertia_timeline self) spine_array_float
spine_physics_constraint_inertia_timeline_get_property_ids(spine_physics_constraint_inertia_timeline self) spine_array_property_id
spine_physics_constraint_inertia_timeline_get_relative_value(spine_physics_constraint_inertia_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_inertia_timeline_get_rtti(spine_physics_constraint_inertia_timeline self) spine_rtti
spine_physics_constraint_inertia_timeline_get_scale_value(spine_physics_constraint_inertia_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_inertia_timeline_rtti() spine_rtti
spine_physics_constraint_inertia_timeline_set_bezier(spine_physics_constraint_inertia_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_inertia_timeline_set_constraint_index(spine_physics_constraint_inertia_timeline self, int inValue) → void
spine_physics_constraint_inertia_timeline_set_frame(spine_physics_constraint_inertia_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_inertia_timeline_set_linear(spine_physics_constraint_inertia_timeline self, int frame) → void
spine_physics_constraint_inertia_timeline_set_stepped(spine_physics_constraint_inertia_timeline self, int frame) → void
spine_physics_constraint_is_active(spine_physics_constraint self) bool
spine_physics_constraint_is_pose_equal_to_applied(spine_physics_constraint self) bool
spine_physics_constraint_is_source_active(spine_physics_constraint self) bool
spine_physics_constraint_mass_timeline_apply(spine_physics_constraint_mass_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_mass_timeline_cast_to_constraint_timeline(spine_physics_constraint_mass_timeline obj) spine_constraint_timeline
spine_physics_constraint_mass_timeline_cast_to_curve_timeline(spine_physics_constraint_mass_timeline obj) spine_curve_timeline
spine_physics_constraint_mass_timeline_cast_to_curve_timeline1(spine_physics_constraint_mass_timeline obj) spine_curve_timeline1
spine_physics_constraint_mass_timeline_cast_to_physics_constraint_timeline(spine_physics_constraint_mass_timeline obj) spine_physics_constraint_timeline
spine_physics_constraint_mass_timeline_cast_to_timeline(spine_physics_constraint_mass_timeline obj) spine_timeline
spine_physics_constraint_mass_timeline_create(int frameCount, int bezierCount, int physicsConstraintIndex) spine_physics_constraint_mass_timeline
spine_physics_constraint_mass_timeline_dispose(spine_physics_constraint_mass_timeline self) → void
spine_physics_constraint_mass_timeline_get_absolute_value_1(spine_physics_constraint_mass_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_mass_timeline_get_absolute_value_2(spine_physics_constraint_mass_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_mass_timeline_get_bezier_value(spine_physics_constraint_mass_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_mass_timeline_get_constraint_index(spine_physics_constraint_mass_timeline self) int
spine_physics_constraint_mass_timeline_get_curve_value(spine_physics_constraint_mass_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_mass_timeline_get_curves(spine_physics_constraint_mass_timeline self) spine_array_float
spine_physics_constraint_mass_timeline_get_duration(spine_physics_constraint_mass_timeline self) double
spine_physics_constraint_mass_timeline_get_frame_count(spine_physics_constraint_mass_timeline self) int
spine_physics_constraint_mass_timeline_get_frame_entries(spine_physics_constraint_mass_timeline self) int
spine_physics_constraint_mass_timeline_get_frames(spine_physics_constraint_mass_timeline self) spine_array_float
spine_physics_constraint_mass_timeline_get_property_ids(spine_physics_constraint_mass_timeline self) spine_array_property_id
spine_physics_constraint_mass_timeline_get_relative_value(spine_physics_constraint_mass_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_mass_timeline_get_rtti(spine_physics_constraint_mass_timeline self) spine_rtti
spine_physics_constraint_mass_timeline_get_scale_value(spine_physics_constraint_mass_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_mass_timeline_rtti() spine_rtti
spine_physics_constraint_mass_timeline_set_bezier(spine_physics_constraint_mass_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_mass_timeline_set_constraint_index(spine_physics_constraint_mass_timeline self, int inValue) → void
spine_physics_constraint_mass_timeline_set_frame(spine_physics_constraint_mass_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_mass_timeline_set_linear(spine_physics_constraint_mass_timeline self, int frame) → void
spine_physics_constraint_mass_timeline_set_stepped(spine_physics_constraint_mass_timeline self, int frame) → void
spine_physics_constraint_mix_timeline_apply(spine_physics_constraint_mix_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_mix_timeline_cast_to_constraint_timeline(spine_physics_constraint_mix_timeline obj) spine_constraint_timeline
spine_physics_constraint_mix_timeline_cast_to_curve_timeline(spine_physics_constraint_mix_timeline obj) spine_curve_timeline
spine_physics_constraint_mix_timeline_cast_to_curve_timeline1(spine_physics_constraint_mix_timeline obj) spine_curve_timeline1
spine_physics_constraint_mix_timeline_cast_to_physics_constraint_timeline(spine_physics_constraint_mix_timeline obj) spine_physics_constraint_timeline
spine_physics_constraint_mix_timeline_cast_to_timeline(spine_physics_constraint_mix_timeline obj) spine_timeline
spine_physics_constraint_mix_timeline_create(int frameCount, int bezierCount, int physicsConstraintIndex) spine_physics_constraint_mix_timeline
spine_physics_constraint_mix_timeline_dispose(spine_physics_constraint_mix_timeline self) → void
spine_physics_constraint_mix_timeline_get_absolute_value_1(spine_physics_constraint_mix_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_mix_timeline_get_absolute_value_2(spine_physics_constraint_mix_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_mix_timeline_get_bezier_value(spine_physics_constraint_mix_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_mix_timeline_get_constraint_index(spine_physics_constraint_mix_timeline self) int
spine_physics_constraint_mix_timeline_get_curve_value(spine_physics_constraint_mix_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_mix_timeline_get_curves(spine_physics_constraint_mix_timeline self) spine_array_float
spine_physics_constraint_mix_timeline_get_duration(spine_physics_constraint_mix_timeline self) double
spine_physics_constraint_mix_timeline_get_frame_count(spine_physics_constraint_mix_timeline self) int
spine_physics_constraint_mix_timeline_get_frame_entries(spine_physics_constraint_mix_timeline self) int
spine_physics_constraint_mix_timeline_get_frames(spine_physics_constraint_mix_timeline self) spine_array_float
spine_physics_constraint_mix_timeline_get_property_ids(spine_physics_constraint_mix_timeline self) spine_array_property_id
spine_physics_constraint_mix_timeline_get_relative_value(spine_physics_constraint_mix_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_mix_timeline_get_rtti(spine_physics_constraint_mix_timeline self) spine_rtti
spine_physics_constraint_mix_timeline_get_scale_value(spine_physics_constraint_mix_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_mix_timeline_rtti() spine_rtti
spine_physics_constraint_mix_timeline_set_bezier(spine_physics_constraint_mix_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_mix_timeline_set_constraint_index(spine_physics_constraint_mix_timeline self, int inValue) → void
spine_physics_constraint_mix_timeline_set_frame(spine_physics_constraint_mix_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_mix_timeline_set_linear(spine_physics_constraint_mix_timeline self, int frame) → void
spine_physics_constraint_mix_timeline_set_stepped(spine_physics_constraint_mix_timeline self, int frame) → void
spine_physics_constraint_pose_create() spine_physics_constraint_pose
spine_physics_constraint_pose_dispose(spine_physics_constraint_pose self) → void
spine_physics_constraint_pose_get_damping(spine_physics_constraint_pose self) double
spine_physics_constraint_pose_get_gravity(spine_physics_constraint_pose self) double
spine_physics_constraint_pose_get_inertia(spine_physics_constraint_pose self) double
spine_physics_constraint_pose_get_mass_inverse(spine_physics_constraint_pose self) double
spine_physics_constraint_pose_get_mix(spine_physics_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained poses.
spine_physics_constraint_pose_get_strength(spine_physics_constraint_pose self) double
spine_physics_constraint_pose_get_wind(spine_physics_constraint_pose self) double
spine_physics_constraint_pose_set(spine_physics_constraint_pose self, spine_physics_constraint_pose pose) → void
spine_physics_constraint_pose_set_damping(spine_physics_constraint_pose self, double damping) → void
spine_physics_constraint_pose_set_gravity(spine_physics_constraint_pose self, double gravity) → void
spine_physics_constraint_pose_set_inertia(spine_physics_constraint_pose self, double inertia) → void
spine_physics_constraint_pose_set_mass_inverse(spine_physics_constraint_pose self, double massInverse) → void
spine_physics_constraint_pose_set_mix(spine_physics_constraint_pose self, double mix) → void
spine_physics_constraint_pose_set_strength(spine_physics_constraint_pose self, double strength) → void
spine_physics_constraint_pose_set_wind(spine_physics_constraint_pose self, double wind) → void
spine_physics_constraint_reset(spine_physics_constraint self, spine_skeleton skeleton) → void
spine_physics_constraint_reset_constrained(spine_physics_constraint self) → void
spine_physics_constraint_reset_timeline_apply(spine_physics_constraint_reset_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_reset_timeline_cast_to_constraint_timeline(spine_physics_constraint_reset_timeline obj) spine_constraint_timeline
spine_physics_constraint_reset_timeline_cast_to_timeline(spine_physics_constraint_reset_timeline obj) spine_timeline
spine_physics_constraint_reset_timeline_create(int frameCount, int constraintIndex) spine_physics_constraint_reset_timeline
@param constraintIndex -1 for all physics constraints in the skeleton.
spine_physics_constraint_reset_timeline_dispose(spine_physics_constraint_reset_timeline self) → void
spine_physics_constraint_reset_timeline_get_constraint_index(spine_physics_constraint_reset_timeline self) int
spine_physics_constraint_reset_timeline_get_duration(spine_physics_constraint_reset_timeline self) double
spine_physics_constraint_reset_timeline_get_frame_count(spine_physics_constraint_reset_timeline self) int
spine_physics_constraint_reset_timeline_get_frame_entries(spine_physics_constraint_reset_timeline self) int
spine_physics_constraint_reset_timeline_get_frames(spine_physics_constraint_reset_timeline self) spine_array_float
spine_physics_constraint_reset_timeline_get_property_ids(spine_physics_constraint_reset_timeline self) spine_array_property_id
spine_physics_constraint_reset_timeline_get_rtti(spine_physics_constraint_reset_timeline self) spine_rtti
spine_physics_constraint_reset_timeline_rtti() spine_rtti
spine_physics_constraint_reset_timeline_set_constraint_index(spine_physics_constraint_reset_timeline self, int inValue) → void
spine_physics_constraint_reset_timeline_set_frame(spine_physics_constraint_reset_timeline self, int frame, double time) → void
Sets the time for the specified frame.
spine_physics_constraint_rotate(spine_physics_constraint self, double x, double y, double degrees) → void
Rotates the physics constraint so next update() forces are applied as if the bone rotated around the specified point in world space.
spine_physics_constraint_rtti() spine_rtti
spine_physics_constraint_set_active(spine_physics_constraint self, bool active) → void
spine_physics_constraint_set_bone(spine_physics_constraint self, spine_bone_pose bone) → void
spine_physics_constraint_sort(spine_physics_constraint self, spine_skeleton skeleton) → void
spine_physics_constraint_strength_timeline_apply(spine_physics_constraint_strength_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_strength_timeline_cast_to_constraint_timeline(spine_physics_constraint_strength_timeline obj) spine_constraint_timeline
spine_physics_constraint_strength_timeline_cast_to_curve_timeline(spine_physics_constraint_strength_timeline obj) spine_curve_timeline
spine_physics_constraint_strength_timeline_cast_to_curve_timeline1(spine_physics_constraint_strength_timeline obj) spine_curve_timeline1
spine_physics_constraint_strength_timeline_cast_to_physics_constraint_timeline(spine_physics_constraint_strength_timeline obj) spine_physics_constraint_timeline
spine_physics_constraint_strength_timeline_cast_to_timeline(spine_physics_constraint_strength_timeline obj) spine_timeline
spine_physics_constraint_strength_timeline_create(int frameCount, int bezierCount, int physicsConstraintIndex) spine_physics_constraint_strength_timeline
spine_physics_constraint_strength_timeline_dispose(spine_physics_constraint_strength_timeline self) → void
spine_physics_constraint_strength_timeline_get_absolute_value_1(spine_physics_constraint_strength_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_strength_timeline_get_absolute_value_2(spine_physics_constraint_strength_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_strength_timeline_get_bezier_value(spine_physics_constraint_strength_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_strength_timeline_get_constraint_index(spine_physics_constraint_strength_timeline self) int
spine_physics_constraint_strength_timeline_get_curve_value(spine_physics_constraint_strength_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_strength_timeline_get_curves(spine_physics_constraint_strength_timeline self) spine_array_float
spine_physics_constraint_strength_timeline_get_duration(spine_physics_constraint_strength_timeline self) double
spine_physics_constraint_strength_timeline_get_frame_count(spine_physics_constraint_strength_timeline self) int
spine_physics_constraint_strength_timeline_get_frame_entries(spine_physics_constraint_strength_timeline self) int
spine_physics_constraint_strength_timeline_get_frames(spine_physics_constraint_strength_timeline self) spine_array_float
spine_physics_constraint_strength_timeline_get_property_ids(spine_physics_constraint_strength_timeline self) spine_array_property_id
spine_physics_constraint_strength_timeline_get_relative_value(spine_physics_constraint_strength_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_strength_timeline_get_rtti(spine_physics_constraint_strength_timeline self) spine_rtti
spine_physics_constraint_strength_timeline_get_scale_value(spine_physics_constraint_strength_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_strength_timeline_rtti() spine_rtti
spine_physics_constraint_strength_timeline_set_bezier(spine_physics_constraint_strength_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_strength_timeline_set_constraint_index(spine_physics_constraint_strength_timeline self, int inValue) → void
spine_physics_constraint_strength_timeline_set_frame(spine_physics_constraint_strength_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_strength_timeline_set_linear(spine_physics_constraint_strength_timeline self, int frame) → void
spine_physics_constraint_strength_timeline_set_stepped(spine_physics_constraint_strength_timeline self, int frame) → void
spine_physics_constraint_timeline_apply(spine_physics_constraint_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_timeline_cast_to_constraint_timeline(spine_physics_constraint_timeline obj) spine_constraint_timeline
spine_physics_constraint_timeline_cast_to_curve_timeline(spine_physics_constraint_timeline obj) spine_curve_timeline
spine_physics_constraint_timeline_cast_to_curve_timeline1(spine_physics_constraint_timeline obj) spine_curve_timeline1
spine_physics_constraint_timeline_cast_to_physics_constraint_damping_timeline(spine_physics_constraint_timeline obj) spine_physics_constraint_damping_timeline
spine_physics_constraint_timeline_cast_to_physics_constraint_gravity_timeline(spine_physics_constraint_timeline obj) spine_physics_constraint_gravity_timeline
spine_physics_constraint_timeline_cast_to_physics_constraint_inertia_timeline(spine_physics_constraint_timeline obj) spine_physics_constraint_inertia_timeline
spine_physics_constraint_timeline_cast_to_physics_constraint_mass_timeline(spine_physics_constraint_timeline obj) spine_physics_constraint_mass_timeline
spine_physics_constraint_timeline_cast_to_physics_constraint_mix_timeline(spine_physics_constraint_timeline obj) spine_physics_constraint_mix_timeline
spine_physics_constraint_timeline_cast_to_physics_constraint_strength_timeline(spine_physics_constraint_timeline obj) spine_physics_constraint_strength_timeline
spine_physics_constraint_timeline_cast_to_physics_constraint_wind_timeline(spine_physics_constraint_timeline obj) spine_physics_constraint_wind_timeline
spine_physics_constraint_timeline_cast_to_timeline(spine_physics_constraint_timeline obj) spine_timeline
spine_physics_constraint_timeline_dispose(spine_physics_constraint_timeline self) → void
spine_physics_constraint_timeline_get_absolute_value_1(spine_physics_constraint_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_timeline_get_absolute_value_2(spine_physics_constraint_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_timeline_get_bezier_value(spine_physics_constraint_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_timeline_get_constraint_index(spine_physics_constraint_timeline self) int
spine_physics_constraint_timeline_get_curve_value(spine_physics_constraint_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_timeline_get_curves(spine_physics_constraint_timeline self) spine_array_float
spine_physics_constraint_timeline_get_duration(spine_physics_constraint_timeline self) double
spine_physics_constraint_timeline_get_frame_count(spine_physics_constraint_timeline self) int
spine_physics_constraint_timeline_get_frame_entries(spine_physics_constraint_timeline self) int
spine_physics_constraint_timeline_get_frames(spine_physics_constraint_timeline self) spine_array_float
spine_physics_constraint_timeline_get_property_ids(spine_physics_constraint_timeline self) spine_array_property_id
spine_physics_constraint_timeline_get_relative_value(spine_physics_constraint_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_timeline_get_rtti(spine_physics_constraint_timeline self) spine_rtti
spine_physics_constraint_timeline_get_scale_value(spine_physics_constraint_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_timeline_rtti() spine_rtti
spine_physics_constraint_timeline_set_bezier(spine_physics_constraint_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_timeline_set_constraint_index(spine_physics_constraint_timeline self, int inValue) → void
spine_physics_constraint_timeline_set_frame(spine_physics_constraint_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_timeline_set_linear(spine_physics_constraint_timeline self, int frame) → void
spine_physics_constraint_timeline_set_stepped(spine_physics_constraint_timeline self, int frame) → void
spine_physics_constraint_translate(spine_physics_constraint self, double x, double y) → void
Translates the physics constraint so next update() forces are applied as if the bone moved an additional amount in world space.
spine_physics_constraint_update(spine_physics_constraint self, spine_skeleton skeleton, int physics) → void
spine_physics_constraint_wind_timeline_apply(spine_physics_constraint_wind_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_physics_constraint_wind_timeline_cast_to_constraint_timeline(spine_physics_constraint_wind_timeline obj) spine_constraint_timeline
spine_physics_constraint_wind_timeline_cast_to_curve_timeline(spine_physics_constraint_wind_timeline obj) spine_curve_timeline
spine_physics_constraint_wind_timeline_cast_to_curve_timeline1(spine_physics_constraint_wind_timeline obj) spine_curve_timeline1
spine_physics_constraint_wind_timeline_cast_to_physics_constraint_timeline(spine_physics_constraint_wind_timeline obj) spine_physics_constraint_timeline
spine_physics_constraint_wind_timeline_cast_to_timeline(spine_physics_constraint_wind_timeline obj) spine_timeline
spine_physics_constraint_wind_timeline_create(int frameCount, int bezierCount, int physicsConstraintIndex) spine_physics_constraint_wind_timeline
spine_physics_constraint_wind_timeline_dispose(spine_physics_constraint_wind_timeline self) → void
spine_physics_constraint_wind_timeline_get_absolute_value_1(spine_physics_constraint_wind_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_wind_timeline_get_absolute_value_2(spine_physics_constraint_wind_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_physics_constraint_wind_timeline_get_bezier_value(spine_physics_constraint_wind_timeline self, double time, int frame, int valueOffset, int i) double
spine_physics_constraint_wind_timeline_get_constraint_index(spine_physics_constraint_wind_timeline self) int
spine_physics_constraint_wind_timeline_get_curve_value(spine_physics_constraint_wind_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_physics_constraint_wind_timeline_get_curves(spine_physics_constraint_wind_timeline self) spine_array_float
spine_physics_constraint_wind_timeline_get_duration(spine_physics_constraint_wind_timeline self) double
spine_physics_constraint_wind_timeline_get_frame_count(spine_physics_constraint_wind_timeline self) int
spine_physics_constraint_wind_timeline_get_frame_entries(spine_physics_constraint_wind_timeline self) int
spine_physics_constraint_wind_timeline_get_frames(spine_physics_constraint_wind_timeline self) spine_array_float
spine_physics_constraint_wind_timeline_get_property_ids(spine_physics_constraint_wind_timeline self) spine_array_property_id
spine_physics_constraint_wind_timeline_get_relative_value(spine_physics_constraint_wind_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_physics_constraint_wind_timeline_get_rtti(spine_physics_constraint_wind_timeline self) spine_rtti
spine_physics_constraint_wind_timeline_get_scale_value(spine_physics_constraint_wind_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_physics_constraint_wind_timeline_rtti() spine_rtti
spine_physics_constraint_wind_timeline_set_bezier(spine_physics_constraint_wind_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_physics_constraint_wind_timeline_set_constraint_index(spine_physics_constraint_wind_timeline self, int inValue) → void
spine_physics_constraint_wind_timeline_set_frame(spine_physics_constraint_wind_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_physics_constraint_wind_timeline_set_linear(spine_physics_constraint_wind_timeline self, int frame) → void
spine_physics_constraint_wind_timeline_set_stepped(spine_physics_constraint_wind_timeline self, int frame) → void
spine_point_attachment_cast_to_attachment(spine_point_attachment obj) spine_attachment
spine_point_attachment_compute_world_position(spine_point_attachment self, spine_bone_pose bone, Pointer<Float> ox, Pointer<Float> oy) → void
spine_point_attachment_compute_world_rotation(spine_point_attachment self, spine_bone_pose bone) double
spine_point_attachment_copy(spine_point_attachment self) spine_attachment
spine_point_attachment_create(Pointer<Char> name) spine_point_attachment
spine_point_attachment_dereference(spine_point_attachment self) → void
spine_point_attachment_dispose(spine_point_attachment self) → void
spine_point_attachment_get_color(spine_point_attachment self) spine_color
spine_point_attachment_get_name(spine_point_attachment self) → Pointer<Char>
spine_point_attachment_get_ref_count(spine_point_attachment self) int
spine_point_attachment_get_rotation(spine_point_attachment self) double
spine_point_attachment_get_rtti(spine_point_attachment self) spine_rtti
spine_point_attachment_get_x(spine_point_attachment self) double
spine_point_attachment_get_y(spine_point_attachment self) double
spine_point_attachment_reference(spine_point_attachment self) → void
spine_point_attachment_rtti() spine_rtti
spine_point_attachment_set_rotation(spine_point_attachment self, double inValue) → void
spine_point_attachment_set_x(spine_point_attachment self, double inValue) → void
spine_point_attachment_set_y(spine_point_attachment self, double inValue) → void
spine_polygon_create() spine_polygon
spine_polygon_dispose(spine_polygon self) → void
spine_polygon_get__count(spine_polygon self) int
spine_polygon_get__vertices(spine_polygon self) spine_array_float
spine_polygon_set__count(spine_polygon self, int value) → void
spine_polygon_set__vertices(spine_polygon self, spine_array_float value) → void
spine_posed_active_cast_to_bone(spine_posed_active obj) spine_bone
spine_posed_active_cast_to_ik_constraint(spine_posed_active obj) spine_ik_constraint
spine_posed_active_cast_to_ik_constraint_base(spine_posed_active obj) spine_ik_constraint_base
spine_posed_active_cast_to_path_constraint(spine_posed_active obj) spine_path_constraint
spine_posed_active_cast_to_path_constraint_base(spine_posed_active obj) spine_path_constraint_base
spine_posed_active_cast_to_physics_constraint(spine_posed_active obj) spine_physics_constraint
spine_posed_active_cast_to_physics_constraint_base(spine_posed_active obj) spine_physics_constraint_base
spine_posed_active_cast_to_slider(spine_posed_active obj) spine_slider
spine_posed_active_cast_to_slider_base(spine_posed_active obj) spine_slider_base
spine_posed_active_cast_to_transform_constraint(spine_posed_active obj) spine_transform_constraint
spine_posed_active_cast_to_transform_constraint_base(spine_posed_active obj) spine_transform_constraint_base
spine_posed_active_dispose(spine_posed_active self) → void
spine_posed_active_is_active(spine_posed_active self) bool
spine_posed_active_set_active(spine_posed_active self, bool active) → void
spine_posed_cast_to_bone(spine_posed obj) spine_bone
spine_posed_cast_to_ik_constraint(spine_posed obj) spine_ik_constraint
spine_posed_cast_to_ik_constraint_base(spine_posed obj) spine_ik_constraint_base
spine_posed_cast_to_path_constraint(spine_posed obj) spine_path_constraint
spine_posed_cast_to_path_constraint_base(spine_posed obj) spine_path_constraint_base
spine_posed_cast_to_physics_constraint(spine_posed obj) spine_physics_constraint
spine_posed_cast_to_physics_constraint_base(spine_posed obj) spine_physics_constraint_base
spine_posed_cast_to_slider(spine_posed obj) spine_slider
spine_posed_cast_to_slider_base(spine_posed obj) spine_slider_base
spine_posed_cast_to_slot(spine_posed obj) spine_slot
spine_posed_cast_to_transform_constraint(spine_posed obj) spine_transform_constraint
spine_posed_cast_to_transform_constraint_base(spine_posed obj) spine_transform_constraint_base
spine_posed_constrained(spine_posed self) → void
spine_posed_data_cast_to_bone_data(spine_posed_data obj) spine_bone_data
spine_posed_data_cast_to_ik_constraint_data(spine_posed_data obj) spine_ik_constraint_data
spine_posed_data_cast_to_path_constraint_data(spine_posed_data obj) spine_path_constraint_data
spine_posed_data_cast_to_physics_constraint_data(spine_posed_data obj) spine_physics_constraint_data
spine_posed_data_cast_to_slider_data(spine_posed_data obj) spine_slider_data
spine_posed_data_cast_to_slot_data(spine_posed_data obj) spine_slot_data
spine_posed_data_cast_to_transform_constraint_data(spine_posed_data obj) spine_transform_constraint_data
spine_posed_data_create(Pointer<Char> name) spine_posed_data
spine_posed_data_dispose(spine_posed_data self) → void
spine_posed_data_get_name(spine_posed_data self) → Pointer<Char>
The constraint's name, which is unique across all constraints in the skeleton of the same type.
spine_posed_data_get_skin_required(spine_posed_data self) bool
When true, Skeleton::updateWorldTransform(Physics) only updates this constraint if the Skeleton::getSkin() contains this constraint.
spine_posed_data_set_skin_required(spine_posed_data self, bool skinRequired) → void
spine_posed_dispose(spine_posed self) → void
spine_posed_is_pose_equal_to_applied(spine_posed self) bool
spine_posed_reset_constrained(spine_posed self) → void
spine_region_attachment_cast_to_attachment(spine_region_attachment obj) spine_attachment
spine_region_attachment_compute_world_vertices_1(spine_region_attachment self, spine_slot slot, Pointer<Float> worldVertices, int offset, int stride) → void
Transforms the attachment's four vertices to world coordinates.
spine_region_attachment_compute_world_vertices_2(spine_region_attachment self, spine_slot slot, spine_array_float worldVertices, int offset, int stride) → void
spine_region_attachment_copy(spine_region_attachment self) spine_attachment
spine_region_attachment_create(Pointer<Char> name) spine_region_attachment
spine_region_attachment_dereference(spine_region_attachment self) → void
spine_region_attachment_dispose(spine_region_attachment self) → void
spine_region_attachment_get_color(spine_region_attachment self) spine_color
spine_region_attachment_get_height(spine_region_attachment self) double
spine_region_attachment_get_name(spine_region_attachment self) → Pointer<Char>
spine_region_attachment_get_offset(spine_region_attachment self) spine_array_float
spine_region_attachment_get_path(spine_region_attachment self) → Pointer<Char>
spine_region_attachment_get_ref_count(spine_region_attachment self) int
spine_region_attachment_get_region(spine_region_attachment self) spine_texture_region
spine_region_attachment_get_rotation(spine_region_attachment self) double
spine_region_attachment_get_rtti(spine_region_attachment self) spine_rtti
spine_region_attachment_get_scale_x(spine_region_attachment self) double
spine_region_attachment_get_scale_y(spine_region_attachment self) double
spine_region_attachment_get_sequence(spine_region_attachment self) spine_sequence
spine_region_attachment_get_u_vs(spine_region_attachment self) spine_array_float
spine_region_attachment_get_width(spine_region_attachment self) double
spine_region_attachment_get_x(spine_region_attachment self) double
spine_region_attachment_get_y(spine_region_attachment self) double
spine_region_attachment_reference(spine_region_attachment self) → void
spine_region_attachment_rtti() spine_rtti
spine_region_attachment_set_height(spine_region_attachment self, double inValue) → void
spine_region_attachment_set_path(spine_region_attachment self, Pointer<Char> inValue) → void
spine_region_attachment_set_region(spine_region_attachment self, spine_texture_region region) → void
spine_region_attachment_set_rotation(spine_region_attachment self, double inValue) → void
spine_region_attachment_set_scale_x(spine_region_attachment self, double inValue) → void
spine_region_attachment_set_scale_y(spine_region_attachment self, double inValue) → void
spine_region_attachment_set_sequence(spine_region_attachment self, spine_sequence sequence) → void
spine_region_attachment_set_width(spine_region_attachment self, double inValue) → void
spine_region_attachment_set_x(spine_region_attachment self, double inValue) → void
spine_region_attachment_set_y(spine_region_attachment self, double inValue) → void
spine_region_attachment_update_region(spine_region_attachment self) → void
spine_render_command_dispose(spine_render_command self) → void
spine_render_command_get_blend_mode(spine_render_command self) int
spine_render_command_get_colors(spine_render_command self) → Pointer<Uint32>
spine_render_command_get_dark_colors(spine_render_command self) → Pointer<Uint32>
spine_render_command_get_indices(spine_render_command self) → Pointer<Uint16>
spine_render_command_get_next(spine_render_command self) spine_render_command
spine_render_command_get_num_indices(spine_render_command self) int
spine_render_command_get_num_vertices(spine_render_command self) int
spine_render_command_get_positions(spine_render_command self) → Pointer<Float>
spine_render_command_get_texture(spine_render_command self) → Pointer<Void>
spine_render_command_get_uvs(spine_render_command self) → Pointer<Float>
spine_report_leaks() → void
spine_rgb2_timeline_apply(spine_rgb2_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_rgb2_timeline_cast_to_curve_timeline(spine_rgb2_timeline obj) spine_curve_timeline
spine_rgb2_timeline_cast_to_slot_curve_timeline(spine_rgb2_timeline obj) spine_slot_curve_timeline
spine_rgb2_timeline_cast_to_slot_timeline(spine_rgb2_timeline obj) spine_slot_timeline
spine_rgb2_timeline_cast_to_timeline(spine_rgb2_timeline obj) spine_timeline
spine_rgb2_timeline_create(int frameCount, int bezierCount, int slotIndex) spine_rgb2_timeline
spine_rgb2_timeline_dispose(spine_rgb2_timeline self) → void
spine_rgb2_timeline_get_bezier_value(spine_rgb2_timeline self, double time, int frame, int valueOffset, int i) double
spine_rgb2_timeline_get_curves(spine_rgb2_timeline self) spine_array_float
spine_rgb2_timeline_get_duration(spine_rgb2_timeline self) double
spine_rgb2_timeline_get_frame_count(spine_rgb2_timeline self) int
spine_rgb2_timeline_get_frame_entries(spine_rgb2_timeline self) int
spine_rgb2_timeline_get_frames(spine_rgb2_timeline self) spine_array_float
spine_rgb2_timeline_get_property_ids(spine_rgb2_timeline self) spine_array_property_id
spine_rgb2_timeline_get_rtti(spine_rgb2_timeline self) spine_rtti
spine_rgb2_timeline_get_slot_index(spine_rgb2_timeline self) int
spine_rgb2_timeline_rtti() spine_rtti
spine_rgb2_timeline_set_bezier(spine_rgb2_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_rgb2_timeline_set_frame(spine_rgb2_timeline self, int frame, double time, double r, double g, double b, double r2, double g2, double b2) → void
Sets the time, light color, and dark color for the specified frame.
spine_rgb2_timeline_set_linear(spine_rgb2_timeline self, int frame) → void
spine_rgb2_timeline_set_slot_index(spine_rgb2_timeline self, int inValue) → void
spine_rgb2_timeline_set_stepped(spine_rgb2_timeline self, int frame) → void
spine_rgb_timeline_apply(spine_rgb_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_rgb_timeline_cast_to_curve_timeline(spine_rgb_timeline obj) spine_curve_timeline
spine_rgb_timeline_cast_to_slot_curve_timeline(spine_rgb_timeline obj) spine_slot_curve_timeline
spine_rgb_timeline_cast_to_slot_timeline(spine_rgb_timeline obj) spine_slot_timeline
spine_rgb_timeline_cast_to_timeline(spine_rgb_timeline obj) spine_timeline
spine_rgb_timeline_create(int frameCount, int bezierCount, int slotIndex) spine_rgb_timeline
spine_rgb_timeline_dispose(spine_rgb_timeline self) → void
spine_rgb_timeline_get_bezier_value(spine_rgb_timeline self, double time, int frame, int valueOffset, int i) double
spine_rgb_timeline_get_curves(spine_rgb_timeline self) spine_array_float
spine_rgb_timeline_get_duration(spine_rgb_timeline self) double
spine_rgb_timeline_get_frame_count(spine_rgb_timeline self) int
spine_rgb_timeline_get_frame_entries(spine_rgb_timeline self) int
spine_rgb_timeline_get_frames(spine_rgb_timeline self) spine_array_float
spine_rgb_timeline_get_property_ids(spine_rgb_timeline self) spine_array_property_id
spine_rgb_timeline_get_rtti(spine_rgb_timeline self) spine_rtti
spine_rgb_timeline_get_slot_index(spine_rgb_timeline self) int
spine_rgb_timeline_rtti() spine_rtti
spine_rgb_timeline_set_bezier(spine_rgb_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_rgb_timeline_set_frame(spine_rgb_timeline self, int frame, double time, double r, double g, double b) → void
Sets the time and color for the specified frame.
spine_rgb_timeline_set_linear(spine_rgb_timeline self, int frame) → void
spine_rgb_timeline_set_slot_index(spine_rgb_timeline self, int inValue) → void
spine_rgb_timeline_set_stepped(spine_rgb_timeline self, int frame) → void
spine_rgba2_timeline_apply(spine_rgba2_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_rgba2_timeline_cast_to_curve_timeline(spine_rgba2_timeline obj) spine_curve_timeline
spine_rgba2_timeline_cast_to_slot_curve_timeline(spine_rgba2_timeline obj) spine_slot_curve_timeline
spine_rgba2_timeline_cast_to_slot_timeline(spine_rgba2_timeline obj) spine_slot_timeline
spine_rgba2_timeline_cast_to_timeline(spine_rgba2_timeline obj) spine_timeline
spine_rgba2_timeline_create(int frameCount, int bezierCount, int slotIndex) spine_rgba2_timeline
spine_rgba2_timeline_dispose(spine_rgba2_timeline self) → void
spine_rgba2_timeline_get_bezier_value(spine_rgba2_timeline self, double time, int frame, int valueOffset, int i) double
spine_rgba2_timeline_get_curves(spine_rgba2_timeline self) spine_array_float
spine_rgba2_timeline_get_duration(spine_rgba2_timeline self) double
spine_rgba2_timeline_get_frame_count(spine_rgba2_timeline self) int
spine_rgba2_timeline_get_frame_entries(spine_rgba2_timeline self) int
spine_rgba2_timeline_get_frames(spine_rgba2_timeline self) spine_array_float
spine_rgba2_timeline_get_property_ids(spine_rgba2_timeline self) spine_array_property_id
spine_rgba2_timeline_get_rtti(spine_rgba2_timeline self) spine_rtti
spine_rgba2_timeline_get_slot_index(spine_rgba2_timeline self) int
spine_rgba2_timeline_rtti() spine_rtti
spine_rgba2_timeline_set_bezier(spine_rgba2_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_rgba2_timeline_set_frame(spine_rgba2_timeline self, int frame, double time, double r, double g, double b, double a, double r2, double g2, double b2) → void
Sets the time, light color, and dark color for the specified frame.
spine_rgba2_timeline_set_linear(spine_rgba2_timeline self, int frame) → void
spine_rgba2_timeline_set_slot_index(spine_rgba2_timeline self, int inValue) → void
spine_rgba2_timeline_set_stepped(spine_rgba2_timeline self, int frame) → void
spine_rgba_timeline_apply(spine_rgba_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_rgba_timeline_cast_to_curve_timeline(spine_rgba_timeline obj) spine_curve_timeline
spine_rgba_timeline_cast_to_slot_curve_timeline(spine_rgba_timeline obj) spine_slot_curve_timeline
spine_rgba_timeline_cast_to_slot_timeline(spine_rgba_timeline obj) spine_slot_timeline
spine_rgba_timeline_cast_to_timeline(spine_rgba_timeline obj) spine_timeline
spine_rgba_timeline_create(int frameCount, int bezierCount, int slotIndex) spine_rgba_timeline
spine_rgba_timeline_dispose(spine_rgba_timeline self) → void
spine_rgba_timeline_get_bezier_value(spine_rgba_timeline self, double time, int frame, int valueOffset, int i) double
spine_rgba_timeline_get_curves(spine_rgba_timeline self) spine_array_float
spine_rgba_timeline_get_duration(spine_rgba_timeline self) double
spine_rgba_timeline_get_frame_count(spine_rgba_timeline self) int
spine_rgba_timeline_get_frame_entries(spine_rgba_timeline self) int
spine_rgba_timeline_get_frames(spine_rgba_timeline self) spine_array_float
spine_rgba_timeline_get_property_ids(spine_rgba_timeline self) spine_array_property_id
spine_rgba_timeline_get_rtti(spine_rgba_timeline self) spine_rtti
spine_rgba_timeline_get_slot_index(spine_rgba_timeline self) int
spine_rgba_timeline_rtti() spine_rtti
spine_rgba_timeline_set_bezier(spine_rgba_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_rgba_timeline_set_frame(spine_rgba_timeline self, int frame, double time, double r, double g, double b, double a) → void
Sets the time and color for the specified frame.
spine_rgba_timeline_set_linear(spine_rgba_timeline self, int frame) → void
spine_rgba_timeline_set_slot_index(spine_rgba_timeline self, int inValue) → void
spine_rgba_timeline_set_stepped(spine_rgba_timeline self, int frame) → void
spine_rotate_timeline_apply(spine_rotate_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_rotate_timeline_cast_to_bone_timeline(spine_rotate_timeline obj) spine_bone_timeline
spine_rotate_timeline_cast_to_bone_timeline1(spine_rotate_timeline obj) spine_bone_timeline1
spine_rotate_timeline_cast_to_curve_timeline(spine_rotate_timeline obj) spine_curve_timeline
spine_rotate_timeline_cast_to_curve_timeline1(spine_rotate_timeline obj) spine_curve_timeline1
spine_rotate_timeline_cast_to_timeline(spine_rotate_timeline obj) spine_timeline
spine_rotate_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_rotate_timeline
spine_rotate_timeline_dispose(spine_rotate_timeline self) → void
spine_rotate_timeline_get_absolute_value_1(spine_rotate_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_rotate_timeline_get_absolute_value_2(spine_rotate_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_rotate_timeline_get_bezier_value(spine_rotate_timeline self, double time, int frame, int valueOffset, int i) double
spine_rotate_timeline_get_bone_index(spine_rotate_timeline self) int
spine_rotate_timeline_get_curve_value(spine_rotate_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_rotate_timeline_get_curves(spine_rotate_timeline self) spine_array_float
spine_rotate_timeline_get_duration(spine_rotate_timeline self) double
spine_rotate_timeline_get_frame_count(spine_rotate_timeline self) int
spine_rotate_timeline_get_frame_entries(spine_rotate_timeline self) int
spine_rotate_timeline_get_frames(spine_rotate_timeline self) spine_array_float
spine_rotate_timeline_get_property_ids(spine_rotate_timeline self) spine_array_property_id
spine_rotate_timeline_get_relative_value(spine_rotate_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_rotate_timeline_get_rtti(spine_rotate_timeline self) spine_rtti
spine_rotate_timeline_get_scale_value(spine_rotate_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_rotate_timeline_rtti() spine_rtti
spine_rotate_timeline_set_bezier(spine_rotate_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_rotate_timeline_set_bone_index(spine_rotate_timeline self, int inValue) → void
spine_rotate_timeline_set_frame(spine_rotate_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_rotate_timeline_set_linear(spine_rotate_timeline self, int frame) → void
spine_rotate_timeline_set_stepped(spine_rotate_timeline self, int frame) → void
spine_rtti_dispose(spine_rtti self) → void
spine_rtti_get_class_name(spine_rtti self) → Pointer<Char>
spine_rtti_instance_of(spine_rtti self, spine_rtti rtti) bool
spine_rtti_is_exactly(spine_rtti self, spine_rtti rtti) bool
spine_scale_timeline_apply(spine_scale_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_scale_timeline_cast_to_bone_timeline(spine_scale_timeline obj) spine_bone_timeline
spine_scale_timeline_cast_to_bone_timeline2(spine_scale_timeline obj) spine_bone_timeline2
spine_scale_timeline_cast_to_curve_timeline(spine_scale_timeline obj) spine_curve_timeline
spine_scale_timeline_cast_to_timeline(spine_scale_timeline obj) spine_timeline
spine_scale_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_scale_timeline
spine_scale_timeline_dispose(spine_scale_timeline self) → void
spine_scale_timeline_get_bezier_value(spine_scale_timeline self, double time, int frame, int valueOffset, int i) double
spine_scale_timeline_get_bone_index(spine_scale_timeline self) int
spine_scale_timeline_get_curves(spine_scale_timeline self) spine_array_float
spine_scale_timeline_get_duration(spine_scale_timeline self) double
spine_scale_timeline_get_frame_count(spine_scale_timeline self) int
spine_scale_timeline_get_frame_entries(spine_scale_timeline self) int
spine_scale_timeline_get_frames(spine_scale_timeline self) spine_array_float
spine_scale_timeline_get_property_ids(spine_scale_timeline self) spine_array_property_id
spine_scale_timeline_get_rtti(spine_scale_timeline self) spine_rtti
spine_scale_timeline_rtti() spine_rtti
spine_scale_timeline_set_bezier(spine_scale_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_scale_timeline_set_bone_index(spine_scale_timeline self, int inValue) → void
spine_scale_timeline_set_frame(spine_scale_timeline self, int frame, double time, double value1, double value2) → void
spine_scale_timeline_set_linear(spine_scale_timeline self, int frame) → void
spine_scale_timeline_set_stepped(spine_scale_timeline self, int frame) → void
spine_scale_x_timeline_apply(spine_scale_x_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_scale_x_timeline_cast_to_bone_timeline(spine_scale_x_timeline obj) spine_bone_timeline
spine_scale_x_timeline_cast_to_bone_timeline1(spine_scale_x_timeline obj) spine_bone_timeline1
spine_scale_x_timeline_cast_to_curve_timeline(spine_scale_x_timeline obj) spine_curve_timeline
spine_scale_x_timeline_cast_to_curve_timeline1(spine_scale_x_timeline obj) spine_curve_timeline1
spine_scale_x_timeline_cast_to_timeline(spine_scale_x_timeline obj) spine_timeline
spine_scale_x_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_scale_x_timeline
spine_scale_x_timeline_dispose(spine_scale_x_timeline self) → void
spine_scale_x_timeline_get_absolute_value_1(spine_scale_x_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_scale_x_timeline_get_absolute_value_2(spine_scale_x_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_scale_x_timeline_get_bezier_value(spine_scale_x_timeline self, double time, int frame, int valueOffset, int i) double
spine_scale_x_timeline_get_bone_index(spine_scale_x_timeline self) int
spine_scale_x_timeline_get_curve_value(spine_scale_x_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_scale_x_timeline_get_curves(spine_scale_x_timeline self) spine_array_float
spine_scale_x_timeline_get_duration(spine_scale_x_timeline self) double
spine_scale_x_timeline_get_frame_count(spine_scale_x_timeline self) int
spine_scale_x_timeline_get_frame_entries(spine_scale_x_timeline self) int
spine_scale_x_timeline_get_frames(spine_scale_x_timeline self) spine_array_float
spine_scale_x_timeline_get_property_ids(spine_scale_x_timeline self) spine_array_property_id
spine_scale_x_timeline_get_relative_value(spine_scale_x_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_scale_x_timeline_get_rtti(spine_scale_x_timeline self) spine_rtti
spine_scale_x_timeline_get_scale_value(spine_scale_x_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_scale_x_timeline_rtti() spine_rtti
spine_scale_x_timeline_set_bezier(spine_scale_x_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_scale_x_timeline_set_bone_index(spine_scale_x_timeline self, int inValue) → void
spine_scale_x_timeline_set_frame(spine_scale_x_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_scale_x_timeline_set_linear(spine_scale_x_timeline self, int frame) → void
spine_scale_x_timeline_set_stepped(spine_scale_x_timeline self, int frame) → void
spine_scale_y_timeline_apply(spine_scale_y_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_scale_y_timeline_cast_to_bone_timeline(spine_scale_y_timeline obj) spine_bone_timeline
spine_scale_y_timeline_cast_to_bone_timeline1(spine_scale_y_timeline obj) spine_bone_timeline1
spine_scale_y_timeline_cast_to_curve_timeline(spine_scale_y_timeline obj) spine_curve_timeline
spine_scale_y_timeline_cast_to_curve_timeline1(spine_scale_y_timeline obj) spine_curve_timeline1
spine_scale_y_timeline_cast_to_timeline(spine_scale_y_timeline obj) spine_timeline
spine_scale_y_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_scale_y_timeline
spine_scale_y_timeline_dispose(spine_scale_y_timeline self) → void
spine_scale_y_timeline_get_absolute_value_1(spine_scale_y_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_scale_y_timeline_get_absolute_value_2(spine_scale_y_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_scale_y_timeline_get_bezier_value(spine_scale_y_timeline self, double time, int frame, int valueOffset, int i) double
spine_scale_y_timeline_get_bone_index(spine_scale_y_timeline self) int
spine_scale_y_timeline_get_curve_value(spine_scale_y_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_scale_y_timeline_get_curves(spine_scale_y_timeline self) spine_array_float
spine_scale_y_timeline_get_duration(spine_scale_y_timeline self) double
spine_scale_y_timeline_get_frame_count(spine_scale_y_timeline self) int
spine_scale_y_timeline_get_frame_entries(spine_scale_y_timeline self) int
spine_scale_y_timeline_get_frames(spine_scale_y_timeline self) spine_array_float
spine_scale_y_timeline_get_property_ids(spine_scale_y_timeline self) spine_array_property_id
spine_scale_y_timeline_get_relative_value(spine_scale_y_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_scale_y_timeline_get_rtti(spine_scale_y_timeline self) spine_rtti
spine_scale_y_timeline_get_scale_value(spine_scale_y_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_scale_y_timeline_rtti() spine_rtti
spine_scale_y_timeline_set_bezier(spine_scale_y_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_scale_y_timeline_set_bone_index(spine_scale_y_timeline self, int inValue) → void
spine_scale_y_timeline_set_frame(spine_scale_y_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_scale_y_timeline_set_linear(spine_scale_y_timeline self, int frame) → void
spine_scale_y_timeline_set_stepped(spine_scale_y_timeline self, int frame) → void
spine_sequence_apply(spine_sequence self, spine_slot_pose slot, spine_attachment attachment) → void
spine_sequence_copy(spine_sequence self) spine_sequence
spine_sequence_create(int count) spine_sequence
spine_sequence_dispose(spine_sequence self) → void
spine_sequence_get_digits(spine_sequence self) int
spine_sequence_get_id(spine_sequence self) int
Returns a unique ID for this attachment.
spine_sequence_get_path(spine_sequence self, Pointer<Char> basePath, int index) → Pointer<Char>
spine_sequence_get_regions(spine_sequence self) spine_array_texture_region
spine_sequence_get_setup_index(spine_sequence self) int
The index of the region to show for the setup pose.
spine_sequence_get_start(spine_sequence self) int
spine_sequence_set_digits(spine_sequence self, int digits) → void
spine_sequence_set_id(spine_sequence self, int id) → void
spine_sequence_set_setup_index(spine_sequence self, int setupIndex) → void
spine_sequence_set_start(spine_sequence self, int start) → void
spine_sequence_timeline_apply(spine_sequence_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_sequence_timeline_cast_to_slot_timeline(spine_sequence_timeline obj) spine_slot_timeline
spine_sequence_timeline_cast_to_timeline(spine_sequence_timeline obj) spine_timeline
spine_sequence_timeline_create(int frameCount, int slotIndex, spine_attachment attachment) spine_sequence_timeline
spine_sequence_timeline_dispose(spine_sequence_timeline self) → void
spine_sequence_timeline_get_attachment(spine_sequence_timeline self) spine_attachment
spine_sequence_timeline_get_duration(spine_sequence_timeline self) double
spine_sequence_timeline_get_frame_count(spine_sequence_timeline self) int
spine_sequence_timeline_get_frame_entries(spine_sequence_timeline self) int
spine_sequence_timeline_get_frames(spine_sequence_timeline self) spine_array_float
spine_sequence_timeline_get_property_ids(spine_sequence_timeline self) spine_array_property_id
spine_sequence_timeline_get_rtti(spine_sequence_timeline self) spine_rtti
spine_sequence_timeline_get_slot_index(spine_sequence_timeline self) int
spine_sequence_timeline_rtti() spine_rtti
spine_sequence_timeline_set_frame(spine_sequence_timeline self, int frame, double time, int mode, int index, double delay) → void
Sets the time, mode, index, and frame time for the specified frame.
spine_sequence_timeline_set_slot_index(spine_sequence_timeline self, int inValue) → void
spine_shear_timeline_apply(spine_shear_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_shear_timeline_cast_to_bone_timeline(spine_shear_timeline obj) spine_bone_timeline
spine_shear_timeline_cast_to_bone_timeline2(spine_shear_timeline obj) spine_bone_timeline2
spine_shear_timeline_cast_to_curve_timeline(spine_shear_timeline obj) spine_curve_timeline
spine_shear_timeline_cast_to_timeline(spine_shear_timeline obj) spine_timeline
spine_shear_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_shear_timeline
spine_shear_timeline_dispose(spine_shear_timeline self) → void
spine_shear_timeline_get_bezier_value(spine_shear_timeline self, double time, int frame, int valueOffset, int i) double
spine_shear_timeline_get_bone_index(spine_shear_timeline self) int
spine_shear_timeline_get_curves(spine_shear_timeline self) spine_array_float
spine_shear_timeline_get_duration(spine_shear_timeline self) double
spine_shear_timeline_get_frame_count(spine_shear_timeline self) int
spine_shear_timeline_get_frame_entries(spine_shear_timeline self) int
spine_shear_timeline_get_frames(spine_shear_timeline self) spine_array_float
spine_shear_timeline_get_property_ids(spine_shear_timeline self) spine_array_property_id
spine_shear_timeline_get_rtti(spine_shear_timeline self) spine_rtti
spine_shear_timeline_rtti() spine_rtti
spine_shear_timeline_set_bezier(spine_shear_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_shear_timeline_set_bone_index(spine_shear_timeline self, int inValue) → void
spine_shear_timeline_set_frame(spine_shear_timeline self, int frame, double time, double value1, double value2) → void
spine_shear_timeline_set_linear(spine_shear_timeline self, int frame) → void
spine_shear_timeline_set_stepped(spine_shear_timeline self, int frame) → void
spine_shear_x_timeline_apply(spine_shear_x_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_shear_x_timeline_cast_to_bone_timeline(spine_shear_x_timeline obj) spine_bone_timeline
spine_shear_x_timeline_cast_to_bone_timeline1(spine_shear_x_timeline obj) spine_bone_timeline1
spine_shear_x_timeline_cast_to_curve_timeline(spine_shear_x_timeline obj) spine_curve_timeline
spine_shear_x_timeline_cast_to_curve_timeline1(spine_shear_x_timeline obj) spine_curve_timeline1
spine_shear_x_timeline_cast_to_timeline(spine_shear_x_timeline obj) spine_timeline
spine_shear_x_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_shear_x_timeline
spine_shear_x_timeline_dispose(spine_shear_x_timeline self) → void
spine_shear_x_timeline_get_absolute_value_1(spine_shear_x_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_shear_x_timeline_get_absolute_value_2(spine_shear_x_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_shear_x_timeline_get_bezier_value(spine_shear_x_timeline self, double time, int frame, int valueOffset, int i) double
spine_shear_x_timeline_get_bone_index(spine_shear_x_timeline self) int
spine_shear_x_timeline_get_curve_value(spine_shear_x_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_shear_x_timeline_get_curves(spine_shear_x_timeline self) spine_array_float
spine_shear_x_timeline_get_duration(spine_shear_x_timeline self) double
spine_shear_x_timeline_get_frame_count(spine_shear_x_timeline self) int
spine_shear_x_timeline_get_frame_entries(spine_shear_x_timeline self) int
spine_shear_x_timeline_get_frames(spine_shear_x_timeline self) spine_array_float
spine_shear_x_timeline_get_property_ids(spine_shear_x_timeline self) spine_array_property_id
spine_shear_x_timeline_get_relative_value(spine_shear_x_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_shear_x_timeline_get_rtti(spine_shear_x_timeline self) spine_rtti
spine_shear_x_timeline_get_scale_value(spine_shear_x_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_shear_x_timeline_rtti() spine_rtti
spine_shear_x_timeline_set_bezier(spine_shear_x_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_shear_x_timeline_set_bone_index(spine_shear_x_timeline self, int inValue) → void
spine_shear_x_timeline_set_frame(spine_shear_x_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_shear_x_timeline_set_linear(spine_shear_x_timeline self, int frame) → void
spine_shear_x_timeline_set_stepped(spine_shear_x_timeline self, int frame) → void
spine_shear_y_timeline_apply(spine_shear_y_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_shear_y_timeline_cast_to_bone_timeline(spine_shear_y_timeline obj) spine_bone_timeline
spine_shear_y_timeline_cast_to_bone_timeline1(spine_shear_y_timeline obj) spine_bone_timeline1
spine_shear_y_timeline_cast_to_curve_timeline(spine_shear_y_timeline obj) spine_curve_timeline
spine_shear_y_timeline_cast_to_curve_timeline1(spine_shear_y_timeline obj) spine_curve_timeline1
spine_shear_y_timeline_cast_to_timeline(spine_shear_y_timeline obj) spine_timeline
spine_shear_y_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_shear_y_timeline
spine_shear_y_timeline_dispose(spine_shear_y_timeline self) → void
spine_shear_y_timeline_get_absolute_value_1(spine_shear_y_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_shear_y_timeline_get_absolute_value_2(spine_shear_y_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_shear_y_timeline_get_bezier_value(spine_shear_y_timeline self, double time, int frame, int valueOffset, int i) double
spine_shear_y_timeline_get_bone_index(spine_shear_y_timeline self) int
spine_shear_y_timeline_get_curve_value(spine_shear_y_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_shear_y_timeline_get_curves(spine_shear_y_timeline self) spine_array_float
spine_shear_y_timeline_get_duration(spine_shear_y_timeline self) double
spine_shear_y_timeline_get_frame_count(spine_shear_y_timeline self) int
spine_shear_y_timeline_get_frame_entries(spine_shear_y_timeline self) int
spine_shear_y_timeline_get_frames(spine_shear_y_timeline self) spine_array_float
spine_shear_y_timeline_get_property_ids(spine_shear_y_timeline self) spine_array_property_id
spine_shear_y_timeline_get_relative_value(spine_shear_y_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_shear_y_timeline_get_rtti(spine_shear_y_timeline self) spine_rtti
spine_shear_y_timeline_get_scale_value(spine_shear_y_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_shear_y_timeline_rtti() spine_rtti
spine_shear_y_timeline_set_bezier(spine_shear_y_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_shear_y_timeline_set_bone_index(spine_shear_y_timeline self, int inValue) → void
spine_shear_y_timeline_set_frame(spine_shear_y_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_shear_y_timeline_set_linear(spine_shear_y_timeline self, int frame) → void
spine_shear_y_timeline_set_stepped(spine_shear_y_timeline self, int frame) → void
spine_skeleton_binary_create(spine_atlas atlas) spine_skeleton_binary
spine_skeleton_binary_create2(spine_attachment_loader attachmentLoader, bool ownsLoader) spine_skeleton_binary
spine_skeleton_binary_dispose(spine_skeleton_binary self) → void
spine_skeleton_binary_get_error(spine_skeleton_binary self) → Pointer<Char>
spine_skeleton_binary_read_skeleton_data(spine_skeleton_binary self, Pointer<UnsignedChar> binary, int length) spine_skeleton_data
spine_skeleton_binary_read_skeleton_data_file(spine_skeleton_binary self, Pointer<Char> path) spine_skeleton_data
spine_skeleton_binary_set_scale(spine_skeleton_binary self, double scale) → void
spine_skeleton_bounds_aabb_contains_point(spine_skeleton_bounds self, double x, double y) bool
Returns true if the axis aligned bounding box contains the point.
spine_skeleton_bounds_aabb_intersects_segment(spine_skeleton_bounds self, double x1, double y1, double x2, double y2) bool
Returns true if the axis aligned bounding box intersects the line segment.
spine_skeleton_bounds_aabb_intersects_skeleton(spine_skeleton_bounds self, spine_skeleton_bounds bounds) bool
Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
spine_skeleton_bounds_contains_point_1(spine_skeleton_bounds self, spine_polygon polygon, double x, double y) bool
Returns true if the polygon contains the point.
spine_skeleton_bounds_contains_point_2(spine_skeleton_bounds self, double x, double y) spine_bounding_box_attachment
spine_skeleton_bounds_create() spine_skeleton_bounds
spine_skeleton_bounds_dispose(spine_skeleton_bounds self) → void
spine_skeleton_bounds_get_bounding_box(spine_skeleton_bounds self, spine_polygon polygon) spine_bounding_box_attachment
spine_skeleton_bounds_get_bounding_boxes(spine_skeleton_bounds self) spine_array_bounding_box_attachment
Returns all bounding boxes. Requires a call to update() first.
spine_skeleton_bounds_get_height(spine_skeleton_bounds self) double
The height of the axis aligned bounding box.
spine_skeleton_bounds_get_max_x(spine_skeleton_bounds self) double
The right edge of the axis aligned bounding box.
spine_skeleton_bounds_get_max_y(spine_skeleton_bounds self) double
The top edge of the axis aligned bounding box.
spine_skeleton_bounds_get_min_x(spine_skeleton_bounds self) double
The left edge of the axis aligned bounding box.
spine_skeleton_bounds_get_min_y(spine_skeleton_bounds self) double
The bottom edge of the axis aligned bounding box.
spine_skeleton_bounds_get_polygon(spine_skeleton_bounds self, spine_bounding_box_attachment attachment) spine_polygon
spine_skeleton_bounds_get_polygons(spine_skeleton_bounds self) spine_array_polygon
Returns all polygons or an empty array. Requires a call to update() first.
spine_skeleton_bounds_get_width(spine_skeleton_bounds self) double
The width of the axis aligned bounding box.
spine_skeleton_bounds_intersects_segment_1(spine_skeleton_bounds self, double x1, double y1, double x2, double y2) spine_bounding_box_attachment
spine_skeleton_bounds_intersects_segment_2(spine_skeleton_bounds self, spine_polygon polygon, double x1, double y1, double x2, double y2) bool
Returns true if the polygon contains any part of the line segment.
spine_skeleton_bounds_update(spine_skeleton_bounds self, spine_skeleton skeleton, bool updateAabb) → void
Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding box's polygon.
spine_skeleton_clipping_clip_end_1(spine_skeleton_clipping self, spine_slot slot) → void
spine_skeleton_clipping_clip_end_2(spine_skeleton_clipping self) → void
spine_skeleton_clipping_clip_start(spine_skeleton_clipping self, spine_skeleton skeleton, spine_slot slot, spine_clipping_attachment clip) int
spine_skeleton_clipping_clip_triangles_1(spine_skeleton_clipping self, Pointer<Float> vertices, Pointer<UnsignedShort> triangles, int trianglesLength) bool
spine_skeleton_clipping_clip_triangles_2(spine_skeleton_clipping self, Pointer<Float> vertices, Pointer<UnsignedShort> triangles, int trianglesLength, Pointer<Float> uvs, int stride) bool
spine_skeleton_clipping_clip_triangles_3(spine_skeleton_clipping self, spine_array_float vertices, spine_array_unsigned_short triangles, spine_array_float uvs, int stride) bool
spine_skeleton_clipping_create() spine_skeleton_clipping
spine_skeleton_clipping_dispose(spine_skeleton_clipping self) → void
spine_skeleton_clipping_get_clipped_triangles(spine_skeleton_clipping self) spine_array_unsigned_short
spine_skeleton_clipping_get_clipped_u_vs(spine_skeleton_clipping self) spine_array_float
spine_skeleton_clipping_get_clipped_vertices(spine_skeleton_clipping self) spine_array_float
spine_skeleton_clipping_is_clipping(spine_skeleton_clipping self) bool
spine_skeleton_constrained(spine_skeleton self, spine_posed object) → void
spine_skeleton_create(spine_skeleton_data skeletonData) spine_skeleton
spine_skeleton_data_create() spine_skeleton_data
spine_skeleton_data_dispose(spine_skeleton_data self) → void
spine_skeleton_data_find_animation(spine_skeleton_data self, Pointer<Char> animationName) spine_animation
spine_skeleton_data_find_bone(spine_skeleton_data self, Pointer<Char> boneName) spine_bone_data
spine_skeleton_data_find_event(spine_skeleton_data self, Pointer<Char> eventDataName) spine_event_data
spine_skeleton_data_find_skin(spine_skeleton_data self, Pointer<Char> skinName) spine_skin
spine_skeleton_data_find_slot(spine_skeleton_data self, Pointer<Char> slotName) spine_slot_data
spine_skeleton_data_get_animations(spine_skeleton_data self) spine_array_animation
The skeleton's animations.
spine_skeleton_data_get_audio_path(spine_skeleton_data self) → Pointer<Char>
The path to the audio directory as defined in Spine, or null if nonessential data was not exported.
spine_skeleton_data_get_bones(spine_skeleton_data self) spine_array_bone_data
The skeleton's bones, sorted parent first. The root bone is always the first bone.
spine_skeleton_data_get_constraints(spine_skeleton_data self) spine_array_constraint_data
The skeleton's constraints.
spine_skeleton_data_get_default_skin(spine_skeleton_data self) spine_skin
spine_skeleton_data_get_events(spine_skeleton_data self) spine_array_event_data
The skeleton's events.
spine_skeleton_data_get_fps(spine_skeleton_data self) double
The dopesheet FPS in Spine. Available only when nonessential data was exported.
spine_skeleton_data_get_hash(spine_skeleton_data self) → Pointer<Char>
The skeleton data hash. This value will change if any of the skeleton data has changed.
spine_skeleton_data_get_height(spine_skeleton_data self) double
The height of the skeleton's axis aligned bounding box in the setup pose.
spine_skeleton_data_get_images_path(spine_skeleton_data self) → Pointer<Char>
The path to the images directory as defined in Spine, or null if nonessential data was not exported.
spine_skeleton_data_get_name(spine_skeleton_data self) → Pointer<Char>
The skeleton's name, which by default is the name of the skeleton data file when possible, or null when a name hasn't been set.
spine_skeleton_data_get_reference_scale(spine_skeleton_data self) double
Baseline scale factor for applying physics and other effects based on distance to non-scalable properties, such as angle or scale. Default is 100.
spine_skeleton_data_get_skins(spine_skeleton_data self) spine_array_skin
All skins, including the default skin.
spine_skeleton_data_get_slots(spine_skeleton_data self) spine_array_slot_data
The skeleton's slots in the setup pose draw order.
spine_skeleton_data_get_version(spine_skeleton_data self) → Pointer<Char>
The Spine version used to export this data, or NULL.
spine_skeleton_data_get_width(spine_skeleton_data self) double
The width of the skeleton's axis aligned bounding box in the setup pose.
spine_skeleton_data_get_x(spine_skeleton_data self) double
The X coordinate of the skeleton's axis aligned bounding box in the setup pose.
spine_skeleton_data_get_y(spine_skeleton_data self) double
The Y coordinate of the skeleton's axis aligned bounding box in the setup pose.
spine_skeleton_data_load_binary(spine_atlas atlas, Pointer<Uint8> skeletonData, int length, Pointer<Char> path) spine_skeleton_data_result
spine_skeleton_data_load_json(spine_atlas atlas, Pointer<Char> skeletonData, Pointer<Char> path) spine_skeleton_data_result
Skeleton data functions
spine_skeleton_data_result_dispose(spine_skeleton_data_result result) → void
spine_skeleton_data_result_get_data(spine_skeleton_data_result result) spine_skeleton_data
spine_skeleton_data_result_get_error(spine_skeleton_data_result result) → Pointer<Char>
spine_skeleton_data_set_audio_path(spine_skeleton_data self, Pointer<Char> inValue) → void
spine_skeleton_data_set_default_skin(spine_skeleton_data self, spine_skin inValue) → void
spine_skeleton_data_set_fps(spine_skeleton_data self, double inValue) → void
spine_skeleton_data_set_hash(spine_skeleton_data self, Pointer<Char> inValue) → void
spine_skeleton_data_set_height(spine_skeleton_data self, double inValue) → void
spine_skeleton_data_set_images_path(spine_skeleton_data self, Pointer<Char> inValue) → void
spine_skeleton_data_set_name(spine_skeleton_data self, Pointer<Char> inValue) → void
spine_skeleton_data_set_reference_scale(spine_skeleton_data self, double inValue) → void
spine_skeleton_data_set_version(spine_skeleton_data self, Pointer<Char> inValue) → void
spine_skeleton_data_set_width(spine_skeleton_data self, double inValue) → void
spine_skeleton_data_set_x(spine_skeleton_data self, double inValue) → void
spine_skeleton_data_set_y(spine_skeleton_data self, double inValue) → void
spine_skeleton_dispose(spine_skeleton self) → void
spine_skeleton_drawable_create(spine_skeleton_data skeletonData) spine_skeleton_drawable
Skeleton drawable functionsp
spine_skeleton_drawable_dispose(spine_skeleton_drawable drawable) → void
spine_skeleton_drawable_get_animation_state(spine_skeleton_drawable drawable) spine_animation_state
spine_skeleton_drawable_get_animation_state_data(spine_skeleton_drawable drawable) spine_animation_state_data
spine_skeleton_drawable_get_animation_state_events(spine_skeleton_drawable drawable) spine_animation_state_events
spine_skeleton_drawable_get_skeleton(spine_skeleton_drawable drawable) spine_skeleton
spine_skeleton_drawable_render(spine_skeleton_drawable drawable) spine_render_command
spine_skeleton_drawable_update(spine_skeleton_drawable drawable, double delta) → void
spine_skeleton_find_bone(spine_skeleton self, Pointer<Char> boneName) spine_bone
spine_skeleton_find_slot(spine_skeleton self, Pointer<Char> slotName) spine_slot
spine_skeleton_get_attachment_1(spine_skeleton self, Pointer<Char> slotName, Pointer<Char> attachmentName) spine_attachment
spine_skeleton_get_attachment_2(spine_skeleton self, int slotIndex, Pointer<Char> attachmentName) spine_attachment
spine_skeleton_get_bones(spine_skeleton self) spine_array_bone
spine_skeleton_get_bounds(spine_skeleton skeleton, spine_array_float output) → void
Skeleton functions
spine_skeleton_get_bounds_1(spine_skeleton self, Pointer<Float> outX, Pointer<Float> outY, Pointer<Float> outWidth, Pointer<Float> outHeight) → void
Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
spine_skeleton_get_bounds_2(spine_skeleton self, Pointer<Float> outX, Pointer<Float> outY, Pointer<Float> outWidth, Pointer<Float> outHeight, spine_array_float outVertexBuffer, spine_skeleton_clipping clipping) → void
Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
spine_skeleton_get_color(spine_skeleton self) spine_color
spine_skeleton_get_constraints(spine_skeleton self) spine_array_constraint
spine_skeleton_get_data(spine_skeleton self) spine_skeleton_data
spine_skeleton_get_draw_order(spine_skeleton self) spine_array_slot
spine_skeleton_get_gravity_x(spine_skeleton self) double
spine_skeleton_get_gravity_y(spine_skeleton self) double
spine_skeleton_get_physics_constraints(spine_skeleton self) spine_array_physics_constraint
spine_skeleton_get_position(spine_skeleton self, Pointer<Float> x, Pointer<Float> y) → void
spine_skeleton_get_position_v(spine_skeleton skeleton, spine_array_float output) → void
spine_skeleton_get_root_bone(spine_skeleton self) spine_bone
spine_skeleton_get_scale_x(spine_skeleton self) double
spine_skeleton_get_scale_y(spine_skeleton self) double
spine_skeleton_get_skin(spine_skeleton self) spine_skin
spine_skeleton_get_slots(spine_skeleton self) spine_array_slot
spine_skeleton_get_time(spine_skeleton self) double
spine_skeleton_get_update_cache(spine_skeleton self) spine_array_update
spine_skeleton_get_wind_x(spine_skeleton self) double
spine_skeleton_get_wind_y(spine_skeleton self) double
spine_skeleton_get_x(spine_skeleton self) double
spine_skeleton_get_y(spine_skeleton self) double
spine_skeleton_json_create(spine_atlas atlas) spine_skeleton_json
spine_skeleton_json_create2(spine_attachment_loader attachmentLoader, bool ownsLoader) spine_skeleton_json
spine_skeleton_json_dispose(spine_skeleton_json self) → void
spine_skeleton_json_get_error(spine_skeleton_json self) → Pointer<Char>
spine_skeleton_json_read_skeleton_data(spine_skeleton_json self, Pointer<Char> json) spine_skeleton_data
spine_skeleton_json_read_skeleton_data_file(spine_skeleton_json self, Pointer<Char> path) spine_skeleton_data
spine_skeleton_json_set_scale(spine_skeleton_json self, double scale) → void
spine_skeleton_physics_rotate(spine_skeleton self, double x, double y, double degrees) → void
Calls {
spine_skeleton_physics_translate(spine_skeleton self, double x, double y) → void
Rotates the physics constraint so next {
spine_skeleton_print_update_cache(spine_skeleton self) → void
spine_skeleton_renderer_create() spine_skeleton_renderer
spine_skeleton_renderer_dispose(spine_skeleton_renderer self) → void
spine_skeleton_renderer_render(spine_skeleton_renderer self, spine_skeleton skeleton) spine_render_command
spine_skeleton_set_attachment(spine_skeleton self, Pointer<Char> slotName, Pointer<Char> attachmentName) → void
@param attachmentName May be empty.
spine_skeleton_set_color_1(spine_skeleton self, spine_color color) → void
spine_skeleton_set_color_2(spine_skeleton self, double r, double g, double b, double a) → void
spine_skeleton_set_gravity_x(spine_skeleton self, double gravityX) → void
spine_skeleton_set_gravity_y(spine_skeleton self, double gravityY) → void
spine_skeleton_set_position(spine_skeleton self, double x, double y) → void
spine_skeleton_set_scale(spine_skeleton self, double scaleX, double scaleY) → void
spine_skeleton_set_scale_x(spine_skeleton self, double inValue) → void
spine_skeleton_set_scale_y(spine_skeleton self, double inValue) → void
spine_skeleton_set_skin_1(spine_skeleton self, Pointer<Char> skinName) → void
Sets a skin by name (see setSkin).
spine_skeleton_set_skin_2(spine_skeleton self, spine_skin newSkin) → void
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. After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling See Skeleton::setSlotsToSetupPose() Also, often AnimationState::apply(Skeleton & ) is called before the next time the skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
spine_skeleton_set_time(spine_skeleton self, double time) → void
spine_skeleton_set_wind_x(spine_skeleton self, double windX) → void
spine_skeleton_set_wind_y(spine_skeleton self, double windY) → void
spine_skeleton_set_x(spine_skeleton self, double inValue) → void
spine_skeleton_set_y(spine_skeleton self, double inValue) → void
spine_skeleton_setup_pose(spine_skeleton self) → void
Sets the bones, constraints, and slots to their setup pose values.
spine_skeleton_setup_pose_bones(spine_skeleton self) → void
Sets the bones and constraints to their setup pose values.
spine_skeleton_setup_pose_slots(spine_skeleton self) → void
spine_skeleton_sort_bone(spine_skeleton self, spine_bone bone) → void
spine_skeleton_sort_reset(spine_array_bone bones) → void
spine_skeleton_update(spine_skeleton self, double delta) → void
spine_skeleton_update_cache(spine_skeleton self) → void
Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added or removed.
spine_skeleton_update_world_transform(spine_skeleton self, int physics) → void
Updates the world transform for each bone and applies all constraints.
spine_skin_add_skin(spine_skin self, spine_skin other) → void
Adds all attachments, bones, and constraints from the specified skin to this skin.
spine_skin_copy_skin(spine_skin self, spine_skin other) → void
Adds all attachments, bones, and constraints from the specified skin to this skin. Attachments are deep copied.
spine_skin_create(Pointer<Char> name) spine_skin
spine_skin_dispose(spine_skin self) → void
spine_skin_entries_dispose(spine_skin_entries entries) → void
Skin entries functions
spine_skin_entries_get_entry(spine_skin_entries entries, int index) spine_skin_entry
spine_skin_entries_get_num_entries(spine_skin_entries entries) int
spine_skin_entry_get_attachment(spine_skin_entry entry) spine_attachment
spine_skin_entry_get_name(spine_skin_entry entry) → Pointer<Char>
spine_skin_entry_get_slot_index(spine_skin_entry entry) int
Skin entry functions
spine_skin_find_attachments_for_slot(spine_skin self, int slotIndex, spine_array_attachment attachments) → void
Finds the attachments for a given slot. The results are added to the passed array of Attachments.
spine_skin_get_attachment(spine_skin self, int slotIndex, Pointer<Char> name) spine_attachment
spine_skin_get_bones(spine_skin self) spine_array_bone_data
spine_skin_get_color(spine_skin self) spine_color
spine_skin_get_constraints(spine_skin self) spine_array_constraint_data
spine_skin_get_entries(spine_skin skin) spine_skin_entries
Skin functions
spine_skin_get_name(spine_skin self) → Pointer<Char>
spine_skin_remove_attachment(spine_skin self, int slotIndex, Pointer<Char> name) → void
Removes the attachment from the skin.
spine_skin_set_attachment(spine_skin self, int slotIndex, Pointer<Char> name, spine_attachment attachment) → void
Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.
spine_slider_base_cast_to_constraint(spine_slider_base obj) spine_constraint
spine_slider_base_cast_to_posed(spine_slider_base obj) spine_posed
spine_slider_base_cast_to_posed_active(spine_slider_base obj) spine_posed_active
spine_slider_base_cast_to_slider(spine_slider_base obj) spine_slider
spine_slider_base_cast_to_update(spine_slider_base obj) spine_update
spine_slider_base_constrained(spine_slider_base self) → void
spine_slider_base_dispose(spine_slider_base self) → void
spine_slider_base_get_applied_pose(spine_slider_base self) spine_slider_pose
spine_slider_base_get_data(spine_slider_base self) spine_slider_data
spine_slider_base_get_pose(spine_slider_base self) spine_slider_pose
spine_slider_base_get_rtti(spine_slider_base self) spine_rtti
spine_slider_base_is_active(spine_slider_base self) bool
spine_slider_base_is_pose_equal_to_applied(spine_slider_base self) bool
spine_slider_base_is_source_active(spine_slider_base self) bool
spine_slider_base_reset_constrained(spine_slider_base self) → void
spine_slider_base_rtti() spine_rtti
spine_slider_base_set_active(spine_slider_base self, bool active) → void
spine_slider_base_sort(spine_slider_base self, spine_skeleton skeleton) → void
spine_slider_base_update(spine_slider_base self, spine_skeleton skeleton, int physics) → void
Inherited from Update
spine_slider_cast_to_constraint(spine_slider obj) spine_constraint
spine_slider_cast_to_posed(spine_slider obj) spine_posed
spine_slider_cast_to_posed_active(spine_slider obj) spine_posed_active
spine_slider_cast_to_slider_base(spine_slider obj) spine_slider_base
spine_slider_cast_to_update(spine_slider obj) spine_update
spine_slider_constrained(spine_slider self) → void
spine_slider_copy(spine_slider self, spine_skeleton skeleton) spine_slider
spine_slider_create(spine_slider_data data, spine_skeleton skeleton) spine_slider
spine_slider_data_cast_to_constraint_data(spine_slider_data obj) spine_constraint_data
spine_slider_data_cast_to_posed_data(spine_slider_data obj) spine_posed_data
spine_slider_data_create(Pointer<Char> name) spine_slider_data
spine_slider_data_create_method(spine_slider_data self, spine_skeleton skeleton) spine_constraint
Creates a slider instance.
spine_slider_data_dispose(spine_slider_data self) → void
spine_slider_data_get_additive(spine_slider_data self) bool
spine_slider_data_get_animation(spine_slider_data self) spine_animation
spine_slider_data_get_bone(spine_slider_data self) spine_bone_data
spine_slider_data_get_local(spine_slider_data self) bool
spine_slider_data_get_loop(spine_slider_data self) bool
spine_slider_data_get_name(spine_slider_data self) → Pointer<Char>
Resolve ambiguity by forwarding to PosedData's implementation
spine_slider_data_get_offset(spine_slider_data self) double
spine_slider_data_get_property(spine_slider_data self) spine_from_property
spine_slider_data_get_rtti(spine_slider_data self) spine_rtti
spine_slider_data_get_scale(spine_slider_data self) double
spine_slider_data_get_setup_pose(spine_slider_data self) spine_slider_pose
spine_slider_data_get_skin_required(spine_slider_data self) bool
spine_slider_data_rtti() spine_rtti
spine_slider_data_set_additive(spine_slider_data self, bool additive) → void
spine_slider_data_set_animation(spine_slider_data self, spine_animation animation) → void
spine_slider_data_set_bone(spine_slider_data self, spine_bone_data bone) → void
spine_slider_data_set_local(spine_slider_data self, bool local) → void
spine_slider_data_set_loop(spine_slider_data self, bool loop) → void
spine_slider_data_set_offset(spine_slider_data self, double offset) → void
spine_slider_data_set_property(spine_slider_data self, spine_from_property property) → void
spine_slider_data_set_scale(spine_slider_data self, double scale) → void
spine_slider_data_set_skin_required(spine_slider_data self, bool skinRequired) → void
spine_slider_dispose(spine_slider self) → void
spine_slider_get_applied_pose(spine_slider self) spine_slider_pose
spine_slider_get_bone(spine_slider self) spine_bone
spine_slider_get_data(spine_slider self) spine_slider_data
spine_slider_get_pose(spine_slider self) spine_slider_pose
spine_slider_get_rtti(spine_slider self) spine_rtti
spine_slider_is_active(spine_slider self) bool
spine_slider_is_pose_equal_to_applied(spine_slider self) bool
spine_slider_is_source_active(spine_slider self) bool
spine_slider_mix_timeline_apply(spine_slider_mix_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_slider_mix_timeline_cast_to_constraint_timeline(spine_slider_mix_timeline obj) spine_constraint_timeline
spine_slider_mix_timeline_cast_to_constraint_timeline1(spine_slider_mix_timeline obj) spine_constraint_timeline1
spine_slider_mix_timeline_cast_to_curve_timeline(spine_slider_mix_timeline obj) spine_curve_timeline
spine_slider_mix_timeline_cast_to_curve_timeline1(spine_slider_mix_timeline obj) spine_curve_timeline1
spine_slider_mix_timeline_cast_to_timeline(spine_slider_mix_timeline obj) spine_timeline
spine_slider_mix_timeline_create(int frameCount, int bezierCount, int sliderIndex) spine_slider_mix_timeline
spine_slider_mix_timeline_dispose(spine_slider_mix_timeline self) → void
spine_slider_mix_timeline_get_absolute_value_1(spine_slider_mix_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_slider_mix_timeline_get_absolute_value_2(spine_slider_mix_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_slider_mix_timeline_get_bezier_value(spine_slider_mix_timeline self, double time, int frame, int valueOffset, int i) double
spine_slider_mix_timeline_get_constraint_index(spine_slider_mix_timeline self) int
spine_slider_mix_timeline_get_curve_value(spine_slider_mix_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_slider_mix_timeline_get_curves(spine_slider_mix_timeline self) spine_array_float
spine_slider_mix_timeline_get_duration(spine_slider_mix_timeline self) double
spine_slider_mix_timeline_get_frame_count(spine_slider_mix_timeline self) int
spine_slider_mix_timeline_get_frame_entries(spine_slider_mix_timeline self) int
spine_slider_mix_timeline_get_frames(spine_slider_mix_timeline self) spine_array_float
spine_slider_mix_timeline_get_property_ids(spine_slider_mix_timeline self) spine_array_property_id
spine_slider_mix_timeline_get_relative_value(spine_slider_mix_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_slider_mix_timeline_get_rtti(spine_slider_mix_timeline self) spine_rtti
spine_slider_mix_timeline_get_scale_value(spine_slider_mix_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_slider_mix_timeline_rtti() spine_rtti
spine_slider_mix_timeline_set_bezier(spine_slider_mix_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_slider_mix_timeline_set_constraint_index(spine_slider_mix_timeline self, int inValue) → void
spine_slider_mix_timeline_set_frame(spine_slider_mix_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_slider_mix_timeline_set_linear(spine_slider_mix_timeline self, int frame) → void
spine_slider_mix_timeline_set_stepped(spine_slider_mix_timeline self, int frame) → void
spine_slider_pose_create() spine_slider_pose
spine_slider_pose_dispose(spine_slider_pose self) → void
spine_slider_pose_get_mix(spine_slider_pose self) double
spine_slider_pose_get_time(spine_slider_pose self) double
spine_slider_pose_set(spine_slider_pose self, spine_slider_pose pose) → void
spine_slider_pose_set_mix(spine_slider_pose self, double mix) → void
spine_slider_pose_set_time(spine_slider_pose self, double time) → void
spine_slider_reset_constrained(spine_slider self) → void
spine_slider_rtti() spine_rtti
spine_slider_set_active(spine_slider self, bool active) → void
spine_slider_set_bone(spine_slider self, spine_bone bone) → void
spine_slider_sort(spine_slider self, spine_skeleton skeleton) → void
spine_slider_timeline_apply(spine_slider_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_slider_timeline_cast_to_constraint_timeline(spine_slider_timeline obj) spine_constraint_timeline
spine_slider_timeline_cast_to_constraint_timeline1(spine_slider_timeline obj) spine_constraint_timeline1
spine_slider_timeline_cast_to_curve_timeline(spine_slider_timeline obj) spine_curve_timeline
spine_slider_timeline_cast_to_curve_timeline1(spine_slider_timeline obj) spine_curve_timeline1
spine_slider_timeline_cast_to_timeline(spine_slider_timeline obj) spine_timeline
spine_slider_timeline_create(int frameCount, int bezierCount, int sliderIndex) spine_slider_timeline
spine_slider_timeline_dispose(spine_slider_timeline self) → void
spine_slider_timeline_get_absolute_value_1(spine_slider_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_slider_timeline_get_absolute_value_2(spine_slider_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_slider_timeline_get_bezier_value(spine_slider_timeline self, double time, int frame, int valueOffset, int i) double
spine_slider_timeline_get_constraint_index(spine_slider_timeline self) int
spine_slider_timeline_get_curve_value(spine_slider_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_slider_timeline_get_curves(spine_slider_timeline self) spine_array_float
spine_slider_timeline_get_duration(spine_slider_timeline self) double
spine_slider_timeline_get_frame_count(spine_slider_timeline self) int
spine_slider_timeline_get_frame_entries(spine_slider_timeline self) int
spine_slider_timeline_get_frames(spine_slider_timeline self) spine_array_float
spine_slider_timeline_get_property_ids(spine_slider_timeline self) spine_array_property_id
spine_slider_timeline_get_relative_value(spine_slider_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_slider_timeline_get_rtti(spine_slider_timeline self) spine_rtti
spine_slider_timeline_get_scale_value(spine_slider_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_slider_timeline_rtti() spine_rtti
spine_slider_timeline_set_bezier(spine_slider_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_slider_timeline_set_constraint_index(spine_slider_timeline self, int inValue) → void
spine_slider_timeline_set_frame(spine_slider_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_slider_timeline_set_linear(spine_slider_timeline self, int frame) → void
spine_slider_timeline_set_stepped(spine_slider_timeline self, int frame) → void
spine_slider_update(spine_slider self, spine_skeleton skeleton, int physics) → void
spine_slot_cast_to_posed(spine_slot obj) spine_posed
spine_slot_constrained(spine_slot self) → void
spine_slot_create(spine_slot_data data, spine_skeleton skeleton) spine_slot
spine_slot_curve_timeline_apply(spine_slot_curve_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_slot_curve_timeline_cast_to_curve_timeline(spine_slot_curve_timeline obj) spine_curve_timeline
spine_slot_curve_timeline_cast_to_deform_timeline(spine_slot_curve_timeline obj) spine_deform_timeline
spine_slot_curve_timeline_cast_to_rgb2_timeline(spine_slot_curve_timeline obj) spine_rgb2_timeline
spine_slot_curve_timeline_cast_to_rgb_timeline(spine_slot_curve_timeline obj) spine_rgb_timeline
spine_slot_curve_timeline_cast_to_rgba2_timeline(spine_slot_curve_timeline obj) spine_rgba2_timeline
spine_slot_curve_timeline_cast_to_rgba_timeline(spine_slot_curve_timeline obj) spine_rgba_timeline
spine_slot_curve_timeline_cast_to_slot_timeline(spine_slot_curve_timeline obj) spine_slot_timeline
spine_slot_curve_timeline_cast_to_timeline(spine_slot_curve_timeline obj) spine_timeline
spine_slot_curve_timeline_dispose(spine_slot_curve_timeline self) → void
spine_slot_curve_timeline_get_bezier_value(spine_slot_curve_timeline self, double time, int frame, int valueOffset, int i) double
spine_slot_curve_timeline_get_curves(spine_slot_curve_timeline self) spine_array_float
spine_slot_curve_timeline_get_duration(spine_slot_curve_timeline self) double
spine_slot_curve_timeline_get_frame_count(spine_slot_curve_timeline self) int
spine_slot_curve_timeline_get_frame_entries(spine_slot_curve_timeline self) int
spine_slot_curve_timeline_get_frames(spine_slot_curve_timeline self) spine_array_float
spine_slot_curve_timeline_get_property_ids(spine_slot_curve_timeline self) spine_array_property_id
spine_slot_curve_timeline_get_rtti(spine_slot_curve_timeline self) spine_rtti
spine_slot_curve_timeline_get_slot_index(spine_slot_curve_timeline self) int
spine_slot_curve_timeline_rtti() spine_rtti
spine_slot_curve_timeline_set_bezier(spine_slot_curve_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_slot_curve_timeline_set_linear(spine_slot_curve_timeline self, int frame) → void
spine_slot_curve_timeline_set_slot_index(spine_slot_curve_timeline self, int inValue) → void
spine_slot_curve_timeline_set_stepped(spine_slot_curve_timeline self, int frame) → void
spine_slot_data_cast_to_posed_data(spine_slot_data obj) spine_posed_data
spine_slot_data_create(int index, Pointer<Char> name, spine_bone_data boneData) spine_slot_data
spine_slot_data_dispose(spine_slot_data self) → void
spine_slot_data_get_attachment_name(spine_slot_data self) → Pointer<Char>
The name of the attachment that is visible for this slot in the setup pose, or empty if no attachment is visible.
spine_slot_data_get_blend_mode(spine_slot_data self) int
The blend mode for drawing the slot's attachment.
spine_slot_data_get_bone_data(spine_slot_data self) spine_bone_data
The bone this slot belongs to.
spine_slot_data_get_index(spine_slot_data self) int
The index of the slot in Skeleton::getSlots().
spine_slot_data_get_name(spine_slot_data self) → Pointer<Char>
The constraint's name, which is unique across all constraints in the skeleton of the same type.
spine_slot_data_get_setup_pose(spine_slot_data self) spine_slot_pose
spine_slot_data_get_skin_required(spine_slot_data self) bool
When true, Skeleton::updateWorldTransform(Physics) only updates this constraint if the Skeleton::getSkin() contains this constraint.
spine_slot_data_get_visible(spine_slot_data self) bool
False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering.
spine_slot_data_set_attachment_name(spine_slot_data self, Pointer<Char> attachmentName) → void
spine_slot_data_set_blend_mode(spine_slot_data self, int blendMode) → void
spine_slot_data_set_skin_required(spine_slot_data self, bool skinRequired) → void
spine_slot_data_set_visible(spine_slot_data self, bool visible) → void
spine_slot_dispose(spine_slot self) → void
spine_slot_get_applied_pose(spine_slot self) spine_slot_pose
spine_slot_get_bone(spine_slot self) spine_bone
The bone this slot belongs to.
spine_slot_get_data(spine_slot self) spine_slot_data
The constraint's setup pose data.
spine_slot_get_pose(spine_slot self) spine_slot_pose
spine_slot_is_pose_equal_to_applied(spine_slot self) bool
spine_slot_pose_create() spine_slot_pose
spine_slot_pose_dispose(spine_slot_pose self) → void
spine_slot_pose_get_attachment(spine_slot_pose self) spine_attachment
spine_slot_pose_get_color(spine_slot_pose self) spine_color
The color used to tint the slot's attachment. If getDarkColor() is set, this is used as the light color for two color tinting.
spine_slot_pose_get_dark_color(spine_slot_pose self) spine_color
The dark color used to tint the slot's attachment for two color tinting. The dark color's alpha is not used.
spine_slot_pose_get_deform(spine_slot_pose self) spine_array_float
Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
spine_slot_pose_get_sequence_index(spine_slot_pose self) int
The index of the texture region to display when the slot's attachment has a Sequence. -1 represents the Sequence::getSetupIndex().
spine_slot_pose_has_dark_color(spine_slot_pose self) bool
Returns true if this slot has a dark color.
spine_slot_pose_set(spine_slot_pose self, spine_slot_pose pose) → void
spine_slot_pose_set_attachment(spine_slot_pose self, spine_attachment attachment) → void
Sets the slot's attachment and, if the attachment changed, resets sequenceIndex and clears the deform. The deform is not cleared if the old attachment has the same VertexAttachment::getTimelineAttachment() as the specified attachment.
spine_slot_pose_set_has_dark_color(spine_slot_pose self, bool hasDarkColor) → void
spine_slot_pose_set_sequence_index(spine_slot_pose self, int sequenceIndex) → void
spine_slot_reset_constrained(spine_slot self) → void
spine_slot_setup_pose(spine_slot self) → void
spine_slot_timeline_cast_to_alpha_timeline(spine_slot_timeline obj) spine_alpha_timeline
spine_slot_timeline_cast_to_attachment_timeline(spine_slot_timeline obj) spine_attachment_timeline
spine_slot_timeline_cast_to_deform_timeline(spine_slot_timeline obj) spine_deform_timeline
spine_slot_timeline_cast_to_rgb2_timeline(spine_slot_timeline obj) spine_rgb2_timeline
spine_slot_timeline_cast_to_rgb_timeline(spine_slot_timeline obj) spine_rgb_timeline
spine_slot_timeline_cast_to_rgba2_timeline(spine_slot_timeline obj) spine_rgba2_timeline
spine_slot_timeline_cast_to_rgba_timeline(spine_slot_timeline obj) spine_rgba_timeline
spine_slot_timeline_cast_to_sequence_timeline(spine_slot_timeline obj) spine_sequence_timeline
spine_slot_timeline_cast_to_slot_curve_timeline(spine_slot_timeline obj) spine_slot_curve_timeline
spine_slot_timeline_dispose(spine_slot_timeline self) → void
spine_slot_timeline_get_rtti(spine_slot_timeline self) spine_rtti
spine_slot_timeline_get_slot_index(spine_slot_timeline self) int
The index of the slot in Skeleton::getSlots() that will be changed when this timeline is applied.
spine_slot_timeline_rtti() spine_rtti
spine_slot_timeline_set_slot_index(spine_slot_timeline self, int inValue) → void
spine_texture_region_cast_to_atlas_region(spine_texture_region obj) spine_atlas_region
spine_texture_region_create() spine_texture_region
spine_texture_region_dispose(spine_texture_region self) → void
spine_texture_region_get_region_height(spine_texture_region self) int
spine_texture_region_get_region_width(spine_texture_region self) int
spine_texture_region_get_renderer_object(spine_texture_region self) → Pointer<Void>
spine_texture_region_get_rtti(spine_texture_region self) spine_rtti
spine_texture_region_get_u(spine_texture_region self) double
spine_texture_region_get_u2(spine_texture_region self) double
spine_texture_region_get_v(spine_texture_region self) double
spine_texture_region_get_v2(spine_texture_region self) double
spine_texture_region_rtti() spine_rtti
spine_texture_region_set_region_height(spine_texture_region self, int value) → void
spine_texture_region_set_region_width(spine_texture_region self, int value) → void
spine_texture_region_set_renderer_object(spine_texture_region self, Pointer<Void> value) → void
spine_texture_region_set_u(spine_texture_region self, double value) → void
spine_texture_region_set_u2(spine_texture_region self, double value) → void
spine_texture_region_set_v(spine_texture_region self, double value) → void
spine_texture_region_set_v2(spine_texture_region self, double value) → void
spine_timeline_apply(spine_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
Sets the value(s) for the specified time.
spine_timeline_cast_to_alpha_timeline(spine_timeline obj) spine_alpha_timeline
spine_timeline_cast_to_attachment_timeline(spine_timeline obj) spine_attachment_timeline
spine_timeline_cast_to_bone_timeline1(spine_timeline obj) spine_bone_timeline1
spine_timeline_cast_to_bone_timeline2(spine_timeline obj) spine_bone_timeline2
spine_timeline_cast_to_constraint_timeline1(spine_timeline obj) spine_constraint_timeline1
spine_timeline_cast_to_curve_timeline(spine_timeline obj) spine_curve_timeline
spine_timeline_cast_to_curve_timeline1(spine_timeline obj) spine_curve_timeline1
spine_timeline_cast_to_deform_timeline(spine_timeline obj) spine_deform_timeline
spine_timeline_cast_to_draw_order_timeline(spine_timeline obj) spine_draw_order_timeline
spine_timeline_cast_to_event_timeline(spine_timeline obj) spine_event_timeline
spine_timeline_cast_to_ik_constraint_timeline(spine_timeline obj) spine_ik_constraint_timeline
spine_timeline_cast_to_inherit_timeline(spine_timeline obj) spine_inherit_timeline
spine_timeline_cast_to_path_constraint_mix_timeline(spine_timeline obj) spine_path_constraint_mix_timeline
spine_timeline_cast_to_path_constraint_position_timeline(spine_timeline obj) spine_path_constraint_position_timeline
spine_timeline_cast_to_path_constraint_spacing_timeline(spine_timeline obj) spine_path_constraint_spacing_timeline
spine_timeline_cast_to_physics_constraint_damping_timeline(spine_timeline obj) spine_physics_constraint_damping_timeline
spine_timeline_cast_to_physics_constraint_gravity_timeline(spine_timeline obj) spine_physics_constraint_gravity_timeline
spine_timeline_cast_to_physics_constraint_inertia_timeline(spine_timeline obj) spine_physics_constraint_inertia_timeline
spine_timeline_cast_to_physics_constraint_mass_timeline(spine_timeline obj) spine_physics_constraint_mass_timeline
spine_timeline_cast_to_physics_constraint_mix_timeline(spine_timeline obj) spine_physics_constraint_mix_timeline
spine_timeline_cast_to_physics_constraint_reset_timeline(spine_timeline obj) spine_physics_constraint_reset_timeline
spine_timeline_cast_to_physics_constraint_strength_timeline(spine_timeline obj) spine_physics_constraint_strength_timeline
spine_timeline_cast_to_physics_constraint_timeline(spine_timeline obj) spine_physics_constraint_timeline
spine_timeline_cast_to_physics_constraint_wind_timeline(spine_timeline obj) spine_physics_constraint_wind_timeline
spine_timeline_cast_to_rgb2_timeline(spine_timeline obj) spine_rgb2_timeline
spine_timeline_cast_to_rgb_timeline(spine_timeline obj) spine_rgb_timeline
spine_timeline_cast_to_rgba2_timeline(spine_timeline obj) spine_rgba2_timeline
spine_timeline_cast_to_rgba_timeline(spine_timeline obj) spine_rgba_timeline
spine_timeline_cast_to_rotate_timeline(spine_timeline obj) spine_rotate_timeline
spine_timeline_cast_to_scale_timeline(spine_timeline obj) spine_scale_timeline
spine_timeline_cast_to_scale_x_timeline(spine_timeline obj) spine_scale_x_timeline
spine_timeline_cast_to_scale_y_timeline(spine_timeline obj) spine_scale_y_timeline
spine_timeline_cast_to_sequence_timeline(spine_timeline obj) spine_sequence_timeline
spine_timeline_cast_to_shear_timeline(spine_timeline obj) spine_shear_timeline
spine_timeline_cast_to_shear_x_timeline(spine_timeline obj) spine_shear_x_timeline
spine_timeline_cast_to_shear_y_timeline(spine_timeline obj) spine_shear_y_timeline
spine_timeline_cast_to_slider_mix_timeline(spine_timeline obj) spine_slider_mix_timeline
spine_timeline_cast_to_slider_timeline(spine_timeline obj) spine_slider_timeline
spine_timeline_cast_to_slot_curve_timeline(spine_timeline obj) spine_slot_curve_timeline
spine_timeline_cast_to_transform_constraint_timeline(spine_timeline obj) spine_transform_constraint_timeline
spine_timeline_cast_to_translate_timeline(spine_timeline obj) spine_translate_timeline
spine_timeline_cast_to_translate_x_timeline(spine_timeline obj) spine_translate_x_timeline
spine_timeline_cast_to_translate_y_timeline(spine_timeline obj) spine_translate_y_timeline
spine_timeline_dispose(spine_timeline self) → void
spine_timeline_get_duration(spine_timeline self) double
spine_timeline_get_frame_count(spine_timeline self) int
spine_timeline_get_frame_entries(spine_timeline self) int
spine_timeline_get_frames(spine_timeline self) spine_array_float
spine_timeline_get_property_ids(spine_timeline self) spine_array_property_id
spine_timeline_get_rtti(spine_timeline self) spine_rtti
spine_timeline_rtti() spine_rtti
spine_to_property_apply(spine_to_property self, spine_skeleton skeleton, spine_transform_constraint_pose pose, spine_bone_pose bone, double value, bool local, bool additive) → void
Applies the value to this property.
spine_to_property_cast_to_to_rotate(spine_to_property obj) spine_to_rotate
spine_to_property_cast_to_to_scale_x(spine_to_property obj) spine_to_scale_x
spine_to_property_cast_to_to_scale_y(spine_to_property obj) spine_to_scale_y
spine_to_property_cast_to_to_shear_y(spine_to_property obj) spine_to_shear_y
spine_to_property_cast_to_to_x(spine_to_property obj) spine_to_x
spine_to_property_cast_to_to_y(spine_to_property obj) spine_to_y
spine_to_property_dispose(spine_to_property self) → void
spine_to_property_get__max(spine_to_property self) double
spine_to_property_get__offset(spine_to_property self) double
spine_to_property_get__scale(spine_to_property self) double
spine_to_property_get_rtti(spine_to_property self) spine_rtti
spine_to_property_mix(spine_to_property self, spine_transform_constraint_pose pose) double
Reads the mix for this property from the specified pose.
spine_to_property_rtti() spine_rtti
spine_to_property_set__max(spine_to_property self, double value) → void
spine_to_property_set__offset(spine_to_property self, double value) → void
spine_to_property_set__scale(spine_to_property self, double value) → void
spine_to_rotate_apply(spine_to_rotate self, spine_skeleton skeleton, spine_transform_constraint_pose pose, spine_bone_pose bone, double value, bool local, bool additive) → void
spine_to_rotate_cast_to_to_property(spine_to_rotate obj) spine_to_property
spine_to_rotate_create() spine_to_rotate
spine_to_rotate_dispose(spine_to_rotate self) → void
spine_to_rotate_get_rtti(spine_to_rotate self) spine_rtti
spine_to_rotate_mix(spine_to_rotate self, spine_transform_constraint_pose pose) double
spine_to_rotate_rtti() spine_rtti
spine_to_scale_x_apply(spine_to_scale_x self, spine_skeleton skeleton, spine_transform_constraint_pose pose, spine_bone_pose bone, double value, bool local, bool additive) → void
spine_to_scale_x_cast_to_to_property(spine_to_scale_x obj) spine_to_property
spine_to_scale_x_create() spine_to_scale_x
spine_to_scale_x_dispose(spine_to_scale_x self) → void
spine_to_scale_x_get_rtti(spine_to_scale_x self) spine_rtti
spine_to_scale_x_mix(spine_to_scale_x self, spine_transform_constraint_pose pose) double
spine_to_scale_x_rtti() spine_rtti
spine_to_scale_y_apply(spine_to_scale_y self, spine_skeleton skeleton, spine_transform_constraint_pose pose, spine_bone_pose bone, double value, bool local, bool additive) → void
spine_to_scale_y_cast_to_to_property(spine_to_scale_y obj) spine_to_property
spine_to_scale_y_create() spine_to_scale_y
spine_to_scale_y_dispose(spine_to_scale_y self) → void
spine_to_scale_y_get_rtti(spine_to_scale_y self) spine_rtti
spine_to_scale_y_mix(spine_to_scale_y self, spine_transform_constraint_pose pose) double
spine_to_scale_y_rtti() spine_rtti
spine_to_shear_y_apply(spine_to_shear_y self, spine_skeleton skeleton, spine_transform_constraint_pose pose, spine_bone_pose bone, double value, bool local, bool additive) → void
spine_to_shear_y_cast_to_to_property(spine_to_shear_y obj) spine_to_property
spine_to_shear_y_create() spine_to_shear_y
spine_to_shear_y_dispose(spine_to_shear_y self) → void
spine_to_shear_y_get_rtti(spine_to_shear_y self) spine_rtti
spine_to_shear_y_mix(spine_to_shear_y self, spine_transform_constraint_pose pose) double
spine_to_shear_y_rtti() spine_rtti
spine_to_x_apply(spine_to_x self, spine_skeleton skeleton, spine_transform_constraint_pose pose, spine_bone_pose bone, double value, bool local, bool additive) → void
spine_to_x_cast_to_to_property(spine_to_x obj) spine_to_property
spine_to_x_create() spine_to_x
spine_to_x_dispose(spine_to_x self) → void
spine_to_x_get_rtti(spine_to_x self) spine_rtti
spine_to_x_mix(spine_to_x self, spine_transform_constraint_pose pose) double
spine_to_x_rtti() spine_rtti
spine_to_y_apply(spine_to_y self, spine_skeleton skeleton, spine_transform_constraint_pose pose, spine_bone_pose bone, double value, bool local, bool additive) → void
spine_to_y_cast_to_to_property(spine_to_y obj) spine_to_property
spine_to_y_create() spine_to_y
spine_to_y_dispose(spine_to_y self) → void
spine_to_y_get_rtti(spine_to_y self) spine_rtti
spine_to_y_mix(spine_to_y self, spine_transform_constraint_pose pose) double
spine_to_y_rtti() spine_rtti
spine_track_entry_create() spine_track_entry
spine_track_entry_dispose(spine_track_entry self) → void
spine_track_entry_get_alpha(spine_track_entry self) double
Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with this animation.
spine_track_entry_get_alpha_attachment_threshold(spine_track_entry self) double
When getAlpha() is greater than alphaAttachmentThreshold, attachment timelines are applied. Defaults to 0, so attachment timelines are always applied.
spine_track_entry_get_animation(spine_track_entry self) spine_animation
The animation to apply for this track entry.
spine_track_entry_get_animation_end(spine_track_entry self) double
Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will loop back to TrackEntry.AnimationStart at this time. Defaults to the animation duration.
spine_track_entry_get_animation_last(spine_track_entry self) double
The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.
spine_track_entry_get_animation_start(spine_track_entry self) double
Seconds when this animation starts, both initially and after looping. Defaults to 0.
spine_track_entry_get_animation_state(spine_track_entry self) spine_animation_state
spine_track_entry_get_animation_time(spine_track_entry self) double
Uses getTrackTime() to compute the animationTime. When the trackTime is 0, the animationTime is equal to the animationStart time.
spine_track_entry_get_delay(spine_track_entry self) double
Seconds to postpone playing the animation. Must be >= 0. When this track entry is the current track entry, delay postpones incrementing the getTrackTime(). When this track entry is queued, delay is the time from the start of the previous animation to when this track entry will become the current track entry (ie when the previous track entry getTrackTime() >= this track entry's delay).
spine_track_entry_get_event_threshold(spine_track_entry self) double
When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.
spine_track_entry_get_hold_previous(spine_track_entry self) bool
If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
spine_track_entry_get_loop(spine_track_entry self) bool
If true, the animation will repeat. If false, it will not, instead its last frame is applied if played beyond its duration.
spine_track_entry_get_mix_attachment_threshold(spine_track_entry self) double
When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being mixed out.
spine_track_entry_get_mix_blend(spine_track_entry self) int
spine_track_entry_get_mix_draw_order_threshold(spine_track_entry self) double
When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being mixed out.
spine_track_entry_get_mix_duration(spine_track_entry self) double
Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData based on the animation before this animation (if any).
spine_track_entry_get_mix_time(spine_track_entry self) double
Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than TrackEntry.MixDuration when the mix is complete.
spine_track_entry_get_mixing_from(spine_track_entry self) spine_track_entry
spine_track_entry_get_mixing_to(spine_track_entry self) spine_track_entry
spine_track_entry_get_next(spine_track_entry self) spine_track_entry
spine_track_entry_get_previous(spine_track_entry self) spine_track_entry
spine_track_entry_get_renderer_object(spine_track_entry self) → Pointer<Void>
spine_track_entry_get_reverse(spine_track_entry self) bool
spine_track_entry_get_shortest_rotation(spine_track_entry self) bool
spine_track_entry_get_time_scale(spine_track_entry self) double
Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or faster. Defaults to 1.
spine_track_entry_get_track_complete(spine_track_entry self) double
spine_track_entry_get_track_end(spine_track_entry self) double
The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the properties keyed by the animation are set to the setup pose and the track is cleared.
spine_track_entry_get_track_index(spine_track_entry self) int
The index of the track where this entry is either current or queued.
spine_track_entry_get_track_time(spine_track_entry self) double
Current time in seconds this track entry has been the current track entry. The track time determines getAnimationTime(). The track time can be set to start the animation at a time other than 0, without affecting looping.
spine_track_entry_is_complete(spine_track_entry self) bool
Returns true if at least one loop has been completed.
spine_track_entry_is_empty_animation(spine_track_entry self) bool
Returns true if this entry is for the empty animation.
spine_track_entry_is_next_ready(spine_track_entry self) bool
Returns true if there is a getNext() track entry that is ready to become the current track entry during the next AnimationState::update(float)}
spine_track_entry_reset_rotation_directions(spine_track_entry self) → void
Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the long way around when using alpha and starting animations on other tracks.
spine_track_entry_set_alpha(spine_track_entry self, double inValue) → void
spine_track_entry_set_alpha_attachment_threshold(spine_track_entry self, double inValue) → void
spine_track_entry_set_animation(spine_track_entry self, spine_animation animation) → void
Sets the animation for this track entry.
spine_track_entry_set_animation_end(spine_track_entry self, double inValue) → void
spine_track_entry_set_animation_last(spine_track_entry self, double inValue) → void
spine_track_entry_set_animation_start(spine_track_entry self, double inValue) → void
spine_track_entry_set_animation_state(spine_track_entry self, spine_animation_state state) → void
spine_track_entry_set_delay(spine_track_entry self, double inValue) → void
spine_track_entry_set_event_threshold(spine_track_entry self, double inValue) → void
spine_track_entry_set_hold_previous(spine_track_entry self, bool inValue) → void
spine_track_entry_set_listener(spine_track_entry entry, spine_animation_state_listener listener, Pointer<Void> user_data) → void
spine_track_entry_set_loop(spine_track_entry self, bool inValue) → void
spine_track_entry_set_mix_attachment_threshold(spine_track_entry self, double inValue) → void
spine_track_entry_set_mix_blend(spine_track_entry self, int blend) → void
spine_track_entry_set_mix_draw_order_threshold(spine_track_entry self, double inValue) → void
spine_track_entry_set_mix_duration_1(spine_track_entry self, double inValue) → void
spine_track_entry_set_mix_duration_2(spine_track_entry self, double mixDuration, double delay) → void
Sets both getMixDuration() and getDelay().
spine_track_entry_set_mix_time(spine_track_entry self, double inValue) → void
spine_track_entry_set_reverse(spine_track_entry self, bool inValue) → void
spine_track_entry_set_shortest_rotation(spine_track_entry self, bool inValue) → void
spine_track_entry_set_time_scale(spine_track_entry self, double inValue) → void
spine_track_entry_set_track_end(spine_track_entry self, double inValue) → void
spine_track_entry_set_track_time(spine_track_entry self, double inValue) → void
spine_track_entry_was_applied(spine_track_entry self) bool
Returns true if this track entry has been applied at least once.
spine_transform_constraint_base_cast_to_constraint(spine_transform_constraint_base obj) spine_constraint
spine_transform_constraint_base_cast_to_posed(spine_transform_constraint_base obj) spine_posed
spine_transform_constraint_base_cast_to_posed_active(spine_transform_constraint_base obj) spine_posed_active
spine_transform_constraint_base_cast_to_transform_constraint(spine_transform_constraint_base obj) spine_transform_constraint
spine_transform_constraint_base_cast_to_update(spine_transform_constraint_base obj) spine_update
spine_transform_constraint_base_constrained(spine_transform_constraint_base self) → void
spine_transform_constraint_base_dispose(spine_transform_constraint_base self) → void
spine_transform_constraint_base_get_applied_pose(spine_transform_constraint_base self) spine_transform_constraint_pose
spine_transform_constraint_base_get_data(spine_transform_constraint_base self) spine_transform_constraint_data
spine_transform_constraint_base_get_pose(spine_transform_constraint_base self) spine_transform_constraint_pose
spine_transform_constraint_base_get_rtti(spine_transform_constraint_base self) spine_rtti
spine_transform_constraint_base_is_active(spine_transform_constraint_base self) bool
spine_transform_constraint_base_is_pose_equal_to_applied(spine_transform_constraint_base self) bool
spine_transform_constraint_base_is_source_active(spine_transform_constraint_base self) bool
spine_transform_constraint_base_reset_constrained(spine_transform_constraint_base self) → void
spine_transform_constraint_base_rtti() spine_rtti
spine_transform_constraint_base_set_active(spine_transform_constraint_base self, bool active) → void
spine_transform_constraint_base_sort(spine_transform_constraint_base self, spine_skeleton skeleton) → void
spine_transform_constraint_base_update(spine_transform_constraint_base self, spine_skeleton skeleton, int physics) → void
Inherited from Update
spine_transform_constraint_cast_to_constraint(spine_transform_constraint obj) spine_constraint
spine_transform_constraint_cast_to_posed(spine_transform_constraint obj) spine_posed
spine_transform_constraint_cast_to_posed_active(spine_transform_constraint obj) spine_posed_active
spine_transform_constraint_cast_to_transform_constraint_base(spine_transform_constraint obj) spine_transform_constraint_base
spine_transform_constraint_cast_to_update(spine_transform_constraint obj) spine_update
spine_transform_constraint_constrained(spine_transform_constraint self) → void
spine_transform_constraint_copy(spine_transform_constraint self, spine_skeleton skeleton) spine_transform_constraint
spine_transform_constraint_create(spine_transform_constraint_data data, spine_skeleton skeleton) spine_transform_constraint
spine_transform_constraint_data_cast_to_constraint_data(spine_transform_constraint_data obj) spine_constraint_data
spine_transform_constraint_data_cast_to_posed_data(spine_transform_constraint_data obj) spine_posed_data
spine_transform_constraint_data_create(Pointer<Char> name) spine_transform_constraint_data
spine_transform_constraint_data_create_method(spine_transform_constraint_data self, spine_skeleton skeleton) spine_constraint
spine_transform_constraint_data_dispose(spine_transform_constraint_data self) → void
spine_transform_constraint_data_get_additive(spine_transform_constraint_data self) bool
Adds the source bone transform to the constrained bones instead of setting it absolutely.
spine_transform_constraint_data_get_bones(spine_transform_constraint_data self) spine_array_bone_data
The bones that will be modified by this transform constraint.
spine_transform_constraint_data_get_clamp(spine_transform_constraint_data self) bool
Prevents constrained bones from exceeding the ranged defined by offset and max.
spine_transform_constraint_data_get_local_source(spine_transform_constraint_data self) bool
Reads the source bone's local transform instead of its world transform.
spine_transform_constraint_data_get_local_target(spine_transform_constraint_data self) bool
Sets the constrained bones' local transforms instead of their world transforms.
spine_transform_constraint_data_get_name(spine_transform_constraint_data self) → Pointer<Char>
Resolve ambiguity by forwarding to PosedData's implementation
spine_transform_constraint_data_get_offset_rotation(spine_transform_constraint_data self) double
An offset added to the constrained bone rotation.
spine_transform_constraint_data_get_offset_scale_x(spine_transform_constraint_data self) double
An offset added to the constrained bone scaleX.
spine_transform_constraint_data_get_offset_scale_y(spine_transform_constraint_data self) double
An offset added to the constrained bone scaleY.
spine_transform_constraint_data_get_offset_shear_y(spine_transform_constraint_data self) double
An offset added to the constrained bone shearY.
spine_transform_constraint_data_get_offset_x(spine_transform_constraint_data self) double
An offset added to the constrained bone X translation.
spine_transform_constraint_data_get_offset_y(spine_transform_constraint_data self) double
An offset added to the constrained bone Y translation.
spine_transform_constraint_data_get_properties(spine_transform_constraint_data self) spine_array_from_property
The mapping of transform properties to other transform properties.
spine_transform_constraint_data_get_rtti(spine_transform_constraint_data self) spine_rtti
spine_transform_constraint_data_get_setup_pose(spine_transform_constraint_data self) spine_transform_constraint_pose
spine_transform_constraint_data_get_skin_required(spine_transform_constraint_data self) bool
spine_transform_constraint_data_get_source(spine_transform_constraint_data self) spine_bone_data
The bone whose world transform will be copied to the constrained bones.
spine_transform_constraint_data_rtti() spine_rtti
spine_transform_constraint_data_set_additive(spine_transform_constraint_data self, bool additive) → void
spine_transform_constraint_data_set_clamp(spine_transform_constraint_data self, bool clamp) → void
spine_transform_constraint_data_set_local_source(spine_transform_constraint_data self, bool localSource) → void
spine_transform_constraint_data_set_local_target(spine_transform_constraint_data self, bool localTarget) → void
spine_transform_constraint_data_set_offset_rotation(spine_transform_constraint_data self, double offsetRotation) → void
spine_transform_constraint_data_set_offset_scale_x(spine_transform_constraint_data self, double offsetScaleX) → void
spine_transform_constraint_data_set_offset_scale_y(spine_transform_constraint_data self, double offsetScaleY) → void
spine_transform_constraint_data_set_offset_shear_y(spine_transform_constraint_data self, double offsetShearY) → void
spine_transform_constraint_data_set_offset_x(spine_transform_constraint_data self, double offsetX) → void
spine_transform_constraint_data_set_offset_y(spine_transform_constraint_data self, double offsetY) → void
spine_transform_constraint_data_set_skin_required(spine_transform_constraint_data self, bool skinRequired) → void
spine_transform_constraint_data_set_source(spine_transform_constraint_data self, spine_bone_data source) → void
spine_transform_constraint_dispose(spine_transform_constraint self) → void
spine_transform_constraint_get_applied_pose(spine_transform_constraint self) spine_transform_constraint_pose
spine_transform_constraint_get_bones(spine_transform_constraint self) spine_array_bone_pose
The bones that will be modified by this transform constraint.
spine_transform_constraint_get_data(spine_transform_constraint self) spine_transform_constraint_data
spine_transform_constraint_get_pose(spine_transform_constraint self) spine_transform_constraint_pose
spine_transform_constraint_get_rtti(spine_transform_constraint self) spine_rtti
spine_transform_constraint_get_source(spine_transform_constraint self) spine_bone
The bone whose world transform will be copied to the constrained bones.
spine_transform_constraint_is_active(spine_transform_constraint self) bool
spine_transform_constraint_is_pose_equal_to_applied(spine_transform_constraint self) bool
spine_transform_constraint_is_source_active(spine_transform_constraint self) bool
spine_transform_constraint_pose_create() spine_transform_constraint_pose
spine_transform_constraint_pose_dispose(spine_transform_constraint_pose self) → void
spine_transform_constraint_pose_get_mix_rotate(spine_transform_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
spine_transform_constraint_pose_get_mix_scale_x(spine_transform_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.
spine_transform_constraint_pose_get_mix_scale_y(spine_transform_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.
spine_transform_constraint_pose_get_mix_shear_y(spine_transform_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.
spine_transform_constraint_pose_get_mix_x(spine_transform_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.
spine_transform_constraint_pose_get_mix_y(spine_transform_constraint_pose self) double
A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.
spine_transform_constraint_pose_set(spine_transform_constraint_pose self, spine_transform_constraint_pose pose) → void
spine_transform_constraint_pose_set_mix_rotate(spine_transform_constraint_pose self, double mixRotate) → void
spine_transform_constraint_pose_set_mix_scale_x(spine_transform_constraint_pose self, double mixScaleX) → void
spine_transform_constraint_pose_set_mix_scale_y(spine_transform_constraint_pose self, double mixScaleY) → void
spine_transform_constraint_pose_set_mix_shear_y(spine_transform_constraint_pose self, double mixShearY) → void
spine_transform_constraint_pose_set_mix_x(spine_transform_constraint_pose self, double mixX) → void
spine_transform_constraint_pose_set_mix_y(spine_transform_constraint_pose self, double mixY) → void
spine_transform_constraint_reset_constrained(spine_transform_constraint self) → void
spine_transform_constraint_rtti() spine_rtti
spine_transform_constraint_set_active(spine_transform_constraint self, bool active) → void
spine_transform_constraint_set_source(spine_transform_constraint self, spine_bone source) → void
spine_transform_constraint_sort(spine_transform_constraint self, spine_skeleton skeleton) → void
spine_transform_constraint_timeline_apply(spine_transform_constraint_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_transform_constraint_timeline_cast_to_constraint_timeline(spine_transform_constraint_timeline obj) spine_constraint_timeline
spine_transform_constraint_timeline_cast_to_curve_timeline(spine_transform_constraint_timeline obj) spine_curve_timeline
spine_transform_constraint_timeline_cast_to_timeline(spine_transform_constraint_timeline obj) spine_timeline
spine_transform_constraint_timeline_create(int frameCount, int bezierCount, int transformConstraintIndex) spine_transform_constraint_timeline
spine_transform_constraint_timeline_dispose(spine_transform_constraint_timeline self) → void
spine_transform_constraint_timeline_get_bezier_value(spine_transform_constraint_timeline self, double time, int frame, int valueOffset, int i) double
spine_transform_constraint_timeline_get_constraint_index(spine_transform_constraint_timeline self) int
spine_transform_constraint_timeline_get_curves(spine_transform_constraint_timeline self) spine_array_float
spine_transform_constraint_timeline_get_duration(spine_transform_constraint_timeline self) double
spine_transform_constraint_timeline_get_frame_count(spine_transform_constraint_timeline self) int
spine_transform_constraint_timeline_get_frame_entries(spine_transform_constraint_timeline self) int
spine_transform_constraint_timeline_get_frames(spine_transform_constraint_timeline self) spine_array_float
spine_transform_constraint_timeline_get_property_ids(spine_transform_constraint_timeline self) spine_array_property_id
spine_transform_constraint_timeline_get_rtti(spine_transform_constraint_timeline self) spine_rtti
spine_transform_constraint_timeline_rtti() spine_rtti
spine_transform_constraint_timeline_set_bezier(spine_transform_constraint_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_transform_constraint_timeline_set_constraint_index(spine_transform_constraint_timeline self, int inValue) → void
spine_transform_constraint_timeline_set_frame(spine_transform_constraint_timeline self, int frame, double time, double mixRotate, double mixX, double mixY, double mixScaleX, double mixScaleY, double mixShearY) → void
Sets the time, rotate mix, translate mix, scale mix, and shear mix for the specified frame.
spine_transform_constraint_timeline_set_linear(spine_transform_constraint_timeline self, int frame) → void
spine_transform_constraint_timeline_set_stepped(spine_transform_constraint_timeline self, int frame) → void
spine_transform_constraint_update(spine_transform_constraint self, spine_skeleton skeleton, int physics) → void
Applies the constraint to the constrained bones.
spine_translate_timeline_apply(spine_translate_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_translate_timeline_cast_to_bone_timeline(spine_translate_timeline obj) spine_bone_timeline
spine_translate_timeline_cast_to_bone_timeline2(spine_translate_timeline obj) spine_bone_timeline2
spine_translate_timeline_cast_to_curve_timeline(spine_translate_timeline obj) spine_curve_timeline
spine_translate_timeline_cast_to_timeline(spine_translate_timeline obj) spine_timeline
spine_translate_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_translate_timeline
spine_translate_timeline_dispose(spine_translate_timeline self) → void
spine_translate_timeline_get_bezier_value(spine_translate_timeline self, double time, int frame, int valueOffset, int i) double
spine_translate_timeline_get_bone_index(spine_translate_timeline self) int
spine_translate_timeline_get_curves(spine_translate_timeline self) spine_array_float
spine_translate_timeline_get_duration(spine_translate_timeline self) double
spine_translate_timeline_get_frame_count(spine_translate_timeline self) int
spine_translate_timeline_get_frame_entries(spine_translate_timeline self) int
spine_translate_timeline_get_frames(spine_translate_timeline self) spine_array_float
spine_translate_timeline_get_property_ids(spine_translate_timeline self) spine_array_property_id
spine_translate_timeline_get_rtti(spine_translate_timeline self) spine_rtti
spine_translate_timeline_rtti() spine_rtti
spine_translate_timeline_set_bezier(spine_translate_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_translate_timeline_set_bone_index(spine_translate_timeline self, int inValue) → void
spine_translate_timeline_set_frame(spine_translate_timeline self, int frame, double time, double value1, double value2) → void
spine_translate_timeline_set_linear(spine_translate_timeline self, int frame) → void
spine_translate_timeline_set_stepped(spine_translate_timeline self, int frame) → void
spine_translate_x_timeline_apply(spine_translate_x_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_translate_x_timeline_cast_to_bone_timeline(spine_translate_x_timeline obj) spine_bone_timeline
spine_translate_x_timeline_cast_to_bone_timeline1(spine_translate_x_timeline obj) spine_bone_timeline1
spine_translate_x_timeline_cast_to_curve_timeline(spine_translate_x_timeline obj) spine_curve_timeline
spine_translate_x_timeline_cast_to_curve_timeline1(spine_translate_x_timeline obj) spine_curve_timeline1
spine_translate_x_timeline_cast_to_timeline(spine_translate_x_timeline obj) spine_timeline
spine_translate_x_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_translate_x_timeline
spine_translate_x_timeline_dispose(spine_translate_x_timeline self) → void
spine_translate_x_timeline_get_absolute_value_1(spine_translate_x_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_translate_x_timeline_get_absolute_value_2(spine_translate_x_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_translate_x_timeline_get_bezier_value(spine_translate_x_timeline self, double time, int frame, int valueOffset, int i) double
spine_translate_x_timeline_get_bone_index(spine_translate_x_timeline self) int
spine_translate_x_timeline_get_curve_value(spine_translate_x_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_translate_x_timeline_get_curves(spine_translate_x_timeline self) spine_array_float
spine_translate_x_timeline_get_duration(spine_translate_x_timeline self) double
spine_translate_x_timeline_get_frame_count(spine_translate_x_timeline self) int
spine_translate_x_timeline_get_frame_entries(spine_translate_x_timeline self) int
spine_translate_x_timeline_get_frames(spine_translate_x_timeline self) spine_array_float
spine_translate_x_timeline_get_property_ids(spine_translate_x_timeline self) spine_array_property_id
spine_translate_x_timeline_get_relative_value(spine_translate_x_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_translate_x_timeline_get_rtti(spine_translate_x_timeline self) spine_rtti
spine_translate_x_timeline_get_scale_value(spine_translate_x_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_translate_x_timeline_rtti() spine_rtti
spine_translate_x_timeline_set_bezier(spine_translate_x_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_translate_x_timeline_set_bone_index(spine_translate_x_timeline self, int inValue) → void
spine_translate_x_timeline_set_frame(spine_translate_x_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_translate_x_timeline_set_linear(spine_translate_x_timeline self, int frame) → void
spine_translate_x_timeline_set_stepped(spine_translate_x_timeline self, int frame) → void
spine_translate_y_timeline_apply(spine_translate_y_timeline self, spine_skeleton skeleton, double lastTime, double time, spine_array_event events, double alpha, int blend, int direction, bool appliedPose) → void
spine_translate_y_timeline_cast_to_bone_timeline(spine_translate_y_timeline obj) spine_bone_timeline
spine_translate_y_timeline_cast_to_bone_timeline1(spine_translate_y_timeline obj) spine_bone_timeline1
spine_translate_y_timeline_cast_to_curve_timeline(spine_translate_y_timeline obj) spine_curve_timeline
spine_translate_y_timeline_cast_to_curve_timeline1(spine_translate_y_timeline obj) spine_curve_timeline1
spine_translate_y_timeline_cast_to_timeline(spine_translate_y_timeline obj) spine_timeline
spine_translate_y_timeline_create(int frameCount, int bezierCount, int boneIndex) spine_translate_y_timeline
spine_translate_y_timeline_dispose(spine_translate_y_timeline self) → void
spine_translate_y_timeline_get_absolute_value_1(spine_translate_y_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_translate_y_timeline_get_absolute_value_2(spine_translate_y_timeline self, double time, double alpha, int blend, double current, double setup, double value) double
spine_translate_y_timeline_get_bezier_value(spine_translate_y_timeline self, double time, int frame, int valueOffset, int i) double
spine_translate_y_timeline_get_bone_index(spine_translate_y_timeline self) int
spine_translate_y_timeline_get_curve_value(spine_translate_y_timeline self, double time) double
Returns the interpolated value for the specified time.
spine_translate_y_timeline_get_curves(spine_translate_y_timeline self) spine_array_float
spine_translate_y_timeline_get_duration(spine_translate_y_timeline self) double
spine_translate_y_timeline_get_frame_count(spine_translate_y_timeline self) int
spine_translate_y_timeline_get_frame_entries(spine_translate_y_timeline self) int
spine_translate_y_timeline_get_frames(spine_translate_y_timeline self) spine_array_float
spine_translate_y_timeline_get_property_ids(spine_translate_y_timeline self) spine_array_property_id
spine_translate_y_timeline_get_relative_value(spine_translate_y_timeline self, double time, double alpha, int blend, double current, double setup) double
spine_translate_y_timeline_get_rtti(spine_translate_y_timeline self) spine_rtti
spine_translate_y_timeline_get_scale_value(spine_translate_y_timeline self, double time, double alpha, int blend, int direction, double current, double setup) double
spine_translate_y_timeline_rtti() spine_rtti
spine_translate_y_timeline_set_bezier(spine_translate_y_timeline self, int bezier, int frame, double value, double time1, double value1, double cx1, double cy1, double cx2, double cy2, double time2, double value2) → void
spine_translate_y_timeline_set_bone_index(spine_translate_y_timeline self, int inValue) → void
spine_translate_y_timeline_set_frame(spine_translate_y_timeline self, int frame, double time, double value) → void
Sets the time and value for the specified frame.
spine_translate_y_timeline_set_linear(spine_translate_y_timeline self, int frame) → void
spine_translate_y_timeline_set_stepped(spine_translate_y_timeline self, int frame) → void
spine_update_cast_to_bone(spine_update obj) spine_bone
spine_update_cast_to_bone_pose(spine_update obj) spine_bone_pose
spine_update_cast_to_constraint(spine_update obj) spine_constraint
spine_update_cast_to_ik_constraint(spine_update obj) spine_ik_constraint
spine_update_cast_to_ik_constraint_base(spine_update obj) spine_ik_constraint_base
spine_update_cast_to_path_constraint(spine_update obj) spine_path_constraint
spine_update_cast_to_path_constraint_base(spine_update obj) spine_path_constraint_base
spine_update_cast_to_physics_constraint(spine_update obj) spine_physics_constraint
spine_update_cast_to_physics_constraint_base(spine_update obj) spine_physics_constraint_base
spine_update_cast_to_slider(spine_update obj) spine_slider
spine_update_cast_to_slider_base(spine_update obj) spine_slider_base
spine_update_cast_to_transform_constraint(spine_update obj) spine_transform_constraint
spine_update_cast_to_transform_constraint_base(spine_update obj) spine_transform_constraint_base
spine_update_dispose(spine_update self) → void
spine_update_get_rtti(spine_update self) spine_rtti
spine_update_rtti() spine_rtti
spine_update_update(spine_update self, spine_skeleton skeleton, int physics) → void
@param physics Determines how physics and other non-deterministic updates are applied.
spine_vertex_attachment_cast_to_attachment(spine_vertex_attachment obj) spine_attachment
spine_vertex_attachment_cast_to_bounding_box_attachment(spine_vertex_attachment obj) spine_bounding_box_attachment
spine_vertex_attachment_cast_to_clipping_attachment(spine_vertex_attachment obj) spine_clipping_attachment
spine_vertex_attachment_cast_to_mesh_attachment(spine_vertex_attachment obj) spine_mesh_attachment
spine_vertex_attachment_cast_to_path_attachment(spine_vertex_attachment obj) spine_path_attachment
spine_vertex_attachment_compute_world_vertices_1(spine_vertex_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, Pointer<Float> worldVertices, int offset, int stride) → void
Transforms the attachment's local vertices to world coordinates. If the slot's SlotPose::getDeform() is not empty, it is used to deform the vertices.
spine_vertex_attachment_compute_world_vertices_2(spine_vertex_attachment self, spine_skeleton skeleton, spine_slot slot, int start, int count, spine_array_float worldVertices, int offset, int stride) → void
spine_vertex_attachment_copy(spine_vertex_attachment self) spine_attachment
spine_vertex_attachment_copy_to(spine_vertex_attachment self, spine_vertex_attachment other) → void
spine_vertex_attachment_dereference(spine_vertex_attachment self) → void
spine_vertex_attachment_dispose(spine_vertex_attachment self) → void
spine_vertex_attachment_get_bones(spine_vertex_attachment self) spine_array_int
spine_vertex_attachment_get_id(spine_vertex_attachment self) int
Gets a unique ID for this attachment.
spine_vertex_attachment_get_name(spine_vertex_attachment self) → Pointer<Char>
spine_vertex_attachment_get_ref_count(spine_vertex_attachment self) int
spine_vertex_attachment_get_rtti(spine_vertex_attachment self) spine_rtti
spine_vertex_attachment_get_timeline_attachment(spine_vertex_attachment self) spine_attachment
spine_vertex_attachment_get_vertices(spine_vertex_attachment self) spine_array_float
spine_vertex_attachment_get_world_vertices_length(spine_vertex_attachment self) int
spine_vertex_attachment_reference(spine_vertex_attachment self) → void
spine_vertex_attachment_rtti() spine_rtti
spine_vertex_attachment_set_bones(spine_vertex_attachment self, spine_array_int bones) → void
spine_vertex_attachment_set_timeline_attachment(spine_vertex_attachment self, spine_attachment attachment) → void
spine_vertex_attachment_set_vertices(spine_vertex_attachment self, spine_array_float vertices) → void
spine_vertex_attachment_set_world_vertices_length(spine_vertex_attachment self, int inValue) → void
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited