bool SkeletonAnimationFbo::setAttachment(const QString &slotName, const QString &attachmentName) { if (!isSkeletonValid()){ qDebug()<<"SkeletonAnimation::setAttachment Error: Skeleton is not ready"; return false; } const bool res = spSkeleton_setAttachment(mspSkeleton, slotName.toStdString().c_str(), attachmentName.toStdString().c_str()); if (res){ qDebug()<<"SkeletonAnimation::setAttachment Error. slotName"<<slotName<<", attachmentName"<<attachmentName; } return res; }
bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) { return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false; }
bool Skeleton::setAttachment (const char* slotName, const char* attachmentName) { return spSkeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false; }
void Skeleton::set_attachment(const char* slot, const char* attachment) { spSkeleton_setAttachment(skeleton_, slot, attachment); }