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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 16:48:43 +08:00
[godot] Added single skin previewing for SpineSprite in editor.
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@ -148,7 +148,7 @@ void SpineSprite::_bind_methods() {
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// Filled in in _get_property_list()
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}
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SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), preview_animation("-- Empty --"), preview_frame(false), preview_time(0), skeleton_clipper(nullptr), modified_bones(false) {
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SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), preview_skin("Default"), preview_animation("-- Empty --"), preview_frame(false), preview_time(0), skeleton_clipper(nullptr), modified_bones(false) {
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skeleton_clipper = new spine::SkeletonClipping();
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// One material per blend mode, shared across all sprites.
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@ -346,9 +346,19 @@ void SpineSprite::_notification(int what) {
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void SpineSprite::_get_property_list(List<PropertyInfo> *list) const {
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if (!skeleton_data_res.is_valid() || !skeleton_data_res->is_skeleton_data_loaded()) return;
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Vector<String> animation_names;
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Vector<String> skin_names;
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skeleton_data_res->get_animation_names(animation_names);
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skeleton_data_res->get_skin_names(skin_names);
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animation_names.insert(0, "-- Empty --");
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PropertyInfo preview_skin_property;
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preview_skin_property.name = "preview_skin";
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preview_skin_property.type = Variant::STRING;
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preview_skin_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE;
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preview_skin_property.hint_string = String(",").join(skin_names);
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preview_skin_property.hint = PROPERTY_HINT_ENUM;
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list->push_back(preview_skin_property);
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PropertyInfo preview_anim_property;
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preview_anim_property.name = "preview_animation";
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preview_anim_property.type = Variant::STRING;
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@ -378,6 +388,11 @@ void SpineSprite::_get_property_list(List<PropertyInfo> *list) const {
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}
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bool SpineSprite::_get(const StringName &property, Variant &value) const {
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if (property == "preview_skin") {
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value = preview_skin;
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return true;
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}
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if (property == "preview_animation") {
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value = preview_animation;
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return true;
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@ -395,8 +410,14 @@ bool SpineSprite::_get(const StringName &property, Variant &value) const {
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return false;
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}
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static void update_preview_animation(SpineSprite *sprite, const String &animation, bool frame, float time) {
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static void update_preview_animation(SpineSprite *sprite, const String &skin, const String &animation, bool frame, float time) {
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if (!sprite->get_skeleton().is_valid()) return;
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if (EMPTY(skin) || skin == "Default") {
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sprite->get_skeleton()->set_skin(nullptr);
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} else {
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sprite->get_skeleton()->set_skin_by_name(skin);
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}
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sprite->get_skeleton()->set_to_setup_pose();
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if (EMPTY(animation) || animation == "-- Empty --") {
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sprite->get_animation_state()->set_empty_animation(0, 0);
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@ -412,22 +433,29 @@ static void update_preview_animation(SpineSprite *sprite, const String &animatio
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}
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bool SpineSprite::_set(const StringName &property, const Variant &value) {
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if (property == "preview_skin") {
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preview_skin = value;
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update_preview_animation(this, preview_skin, preview_animation, preview_frame, preview_time);
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NOTIFY_PROPERTY_LIST_CHANGED();
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return true;
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}
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if (property == "preview_animation") {
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preview_animation = value;
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update_preview_animation(this, preview_animation, preview_frame, preview_time);
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update_preview_animation(this, preview_skin, preview_animation, preview_frame, preview_time);
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NOTIFY_PROPERTY_LIST_CHANGED();
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return true;
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}
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if (property == "preview_frame") {
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preview_frame = value;
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update_preview_animation(this, preview_animation, preview_frame, preview_time);
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update_preview_animation(this, preview_skin, preview_animation, preview_frame, preview_time);
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return true;
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}
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if (property == "preview_time") {
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preview_time = value;
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update_preview_animation(this, preview_animation, preview_frame, preview_time);
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update_preview_animation(this, preview_skin, preview_animation, preview_frame, preview_time);
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return true;
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}
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@ -47,6 +47,7 @@ protected:
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Ref<SpineAnimationState> animation_state;
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SpineConstant::UpdateMode update_mode;
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String preview_skin;
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String preview_animation;
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bool preview_frame;
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float preview_time;
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