[godot] Clean-up SpineAnimation & SpineAnimationState, unify native object checks.

This commit is contained in:
badlogic 2022-04-12 11:24:57 +02:00
parent b13ec4b1f1
commit 68f2e04495
5 changed files with 160 additions and 116 deletions

View File

@ -27,6 +27,7 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "common.h"
#include "SpineAnimation.h"
#include "SpineSkeleton.h"
#include "SpineEvent.h"
@ -44,54 +45,60 @@ void SpineAnimation::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_timeline", "ids"), &SpineAnimation::has_timeline);
}
SpineAnimation::SpineAnimation() : animation(NULL) {
SpineAnimation::SpineAnimation() : animation(nullptr) {
}
SpineAnimation::~SpineAnimation() {
}
String SpineAnimation::get_name() {
SPINE_CHECK(animation, "")
return animation->getName().buffer();
}
float SpineAnimation::get_duration() {
SPINE_CHECK(animation, 0)
return animation->getDuration();
}
void SpineAnimation::set_duration(float duration) {
SPINE_CHECK(animation,)
animation->setDuration(duration);
}
void SpineAnimation::apply(Ref<SpineSkeleton> skeleton, float lastTime, float time, bool loop,
void SpineAnimation::apply(Ref<SpineSkeleton> skeleton, float last_time, float time, bool loop,
Array events, float alpha, SpineConstant::MixBlend blend,
SpineConstant::MixDirection direction) {
SPINE_CHECK(animation,)
spine::Vector<spine::Event *> spineEvents;
spineEvents.setSize(events.size(), nullptr);
for (size_t i = 0; i < events.size(); ++i) {
spineEvents[i] = ((Ref<SpineEvent>) (events[i]))->get_spine_object();
animation->apply(*(skeleton->get_spine_object()), last_time, time, loop, &spineEvents, alpha, (spine::MixBlend) blend, (spine::MixDirection) direction);
for (int i = 0; i < spineEvents.size(); ++i) {
auto event_ref = memnew(SpineEvent);
event_ref->set_spine_object(spineEvents[i]);
events.append(event_ref);
}
animation->apply(*(skeleton->get_spine_object()), lastTime, time, loop, &spineEvents, alpha, (spine::MixBlend) blend, (spine::MixDirection) direction);
}
Array SpineAnimation::get_timelines() {
auto &timelines = animation->getTimelines();
Array result;
result.resize(timelines.size());
SPINE_CHECK(animation, result)
auto &timelines = animation->getTimelines();
result.resize((int)timelines.size());
for (size_t i = 0; i < result.size(); ++i) {
auto timeline = Ref<SpineTimeline>(memnew(SpineTimeline));
timeline->set_spine_object(timelines[i]);
result.set(i, timeline);
for (int i = 0; i < result.size(); ++i) {
auto timeline_ref = Ref<SpineTimeline>(memnew(SpineTimeline));
timeline_ref->set_spine_object(timelines[i]);
result.set(i, timeline_ref);
}
return result;
}
bool SpineAnimation::has_timeline(Array ids) {
SPINE_CHECK(animation, false)
spine::Vector<spine::PropertyId> property_ids;
property_ids.setSize(ids.size(), 0);
for (size_t i = 0; i < property_ids.size(); ++i) {
for (int i = 0; i < property_ids.size(); ++i) {
property_ids[i] = (int64_t) ids[i];
}
return animation->hasTimeline(property_ids);

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@ -51,10 +51,11 @@ public:
SpineAnimation();
~SpineAnimation();
inline void set_spine_object(spine::Animation *animation) { this->animation = animation; }
inline spine::Animation *get_spine_object() { return animation; }
void set_spine_object(spine::Animation *animation) { this->animation = animation; }
spine::Animation *get_spine_object() { return animation; }
void apply(Ref<SpineSkeleton> skeleton, float lastTime, float time, bool loop, Array events, float alpha, SpineConstant::MixBlend blend, SpineConstant::MixDirection direction);
void apply(Ref<SpineSkeleton> skeleton, float last_time, float time, bool loop, Array events, float alpha, SpineConstant::MixBlend blend, SpineConstant::MixDirection direction);
Array get_timelines();

View File

@ -27,23 +27,24 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "common.h"
#include "SpineAnimationState.h"
void SpineAnimationState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation", "anim_name", "loop", "track_id"), &SpineAnimationState::set_animation, DEFVAL(true), DEFVAL(0));
ClassDB::bind_method(D_METHOD("update", "delta"), &SpineAnimationState::update, DEFVAL(0));
ClassDB::bind_method(D_METHOD("apply", "skeleton"), &SpineAnimationState::apply);
ClassDB::bind_method(D_METHOD("clear_tracks"), &SpineAnimationState::clear_tracks);
ClassDB::bind_method(D_METHOD("clear_track"), &SpineAnimationState::clear_track);
ClassDB::bind_method(D_METHOD("add_animation", "anim_name", "delay", "loop", "track_id"), &SpineAnimationState::add_animation, DEFVAL(0), DEFVAL(true), DEFVAL(0));
ClassDB::bind_method(D_METHOD("set_animation", "animation_name", "loop", "track_id"), &SpineAnimationState::set_animation, DEFVAL(true), DEFVAL(0));
ClassDB::bind_method(D_METHOD("add_animation", "animation_name", "delay", "loop", "track_id"), &SpineAnimationState::add_animation, DEFVAL(0), DEFVAL(true), DEFVAL(0));
ClassDB::bind_method(D_METHOD("set_empty_animation", "track_id", "mix_duration"), &SpineAnimationState::set_empty_animation);
ClassDB::bind_method(D_METHOD("add_empty_animation", "track_id", "mix_duration", "delay"), &SpineAnimationState::add_empty_animation);
ClassDB::bind_method(D_METHOD("set_empty_animations", "mix_duration"), &SpineAnimationState::set_empty_animations);
ClassDB::bind_method(D_METHOD("get_current", "track_id"), &SpineAnimationState::get_current);
ClassDB::bind_method(D_METHOD("get_time_scale"), &SpineAnimationState::get_time_scale);
ClassDB::bind_method(D_METHOD("set_time_scale", "time_scale"), &SpineAnimationState::set_time_scale);
ClassDB::bind_method(D_METHOD("disable_queue"), &SpineAnimationState::disable_queue);
ClassDB::bind_method(D_METHOD("enable_queue"), &SpineAnimationState::enable_queue);
ClassDB::bind_method(D_METHOD("get_current", "track_id"), &SpineAnimationState::get_current);
}
SpineAnimationState::SpineAnimationState() : animation_state(nullptr), skeleton_data_res(nullptr) {
@ -65,107 +66,98 @@ Ref<SpineSkeletonDataResource> SpineAnimationState::get_skeleton_data_res() cons
return skeleton_data_res;
}
#define CHECK_V \
if (!animation_state) { \
ERR_PRINT("The animation state is not loaded yet!"); \
return; \
}
#define CHECK_X(x) \
if (!animation_state) { \
ERR_PRINT("The animation state is not loaded yet!"); \
return x; \
}
#define S_T(x) (spine::String(x.utf8()))
Ref<SpineTrackEntry> SpineAnimationState::set_animation(const String &anim_name, bool loop, uint64_t track) {
CHECK_X(nullptr);
auto skeleton_data = animation_state->getData()->getSkeletonData();
auto anim = skeleton_data->findAnimation(anim_name.utf8().ptr());
if (!anim) {
ERR_PRINT(String("Can not find animation: ") + anim_name);
return nullptr;
}
auto entry = animation_state->setAnimation(track, anim, loop);
Ref<SpineTrackEntry> gd_entry(memnew(SpineTrackEntry));
gd_entry->set_spine_object(entry);
return gd_entry;
}
Ref<SpineTrackEntry> SpineAnimationState::add_animation(const String &anim_name, float delay, bool loop, uint64_t track) {
CHECK_X(nullptr);
auto skeleton_data = animation_state->getData()->getSkeletonData();
auto anim = skeleton_data->findAnimation(anim_name.utf8().ptr());
if (!anim) {
ERR_PRINT(String("Can not find animation: ") + anim_name);
return nullptr;
}
auto entry = animation_state->addAnimation(track, anim, loop, delay);
Ref<SpineTrackEntry> gd_entry(memnew(SpineTrackEntry));
gd_entry->set_spine_object(entry);
return gd_entry;
}
Ref<SpineTrackEntry> SpineAnimationState::set_empty_animation(uint64_t track_id, float mix_duration) {
CHECK_X(nullptr);
auto entry = animation_state->setEmptyAnimation(track_id, mix_duration);
Ref<SpineTrackEntry> gd_entry(memnew(SpineTrackEntry));
gd_entry->set_spine_object(entry);
return gd_entry;
}
Ref<SpineTrackEntry> SpineAnimationState::add_empty_animation(uint64_t track_id, float mix_duration, float delay) {
CHECK_X(nullptr);
auto entry = animation_state->addEmptyAnimation(track_id, mix_duration, delay);
Ref<SpineTrackEntry> gd_entry(memnew(SpineTrackEntry));
gd_entry->set_spine_object(entry);
return gd_entry;
}
void SpineAnimationState::set_empty_animations(float mix_duration) {
CHECK_V;
animation_state->setEmptyAnimations(mix_duration);
}
void SpineAnimationState::update(float delta) {
CHECK_V;
SPINE_CHECK(animation_state,)
animation_state->update(delta);
}
bool SpineAnimationState::apply(Ref<SpineSkeleton> skeleton) {
CHECK_X(false);
SPINE_CHECK(animation_state, false)
return animation_state->apply(*(skeleton->get_spine_object()));
}
void SpineAnimationState::clear_tracks() {
CHECK_V;
SPINE_CHECK(animation_state,)
animation_state->clearTracks();
}
void SpineAnimationState::clear_track(uint64_t track_id) {
CHECK_V;
SPINE_CHECK(animation_state,)
animation_state->clearTrack(track_id);
}
Ref<SpineTrackEntry> SpineAnimationState::set_animation(const String &animation_name, bool loop, uint64_t track) {
SPINE_CHECK(animation_state, nullptr)
auto skeleton_data = animation_state->getData()->getSkeletonData();
auto animation = skeleton_data->findAnimation(animation_name.utf8().ptr());
if (!animation) {
ERR_PRINT(String("Can not find animation: ") + animation_name);
return nullptr;
}
auto track_entry = animation_state->setAnimation(track, animation, loop);
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
track_entry_ref->set_spine_object(track_entry);
return track_entry_ref;
}
Ref<SpineTrackEntry> SpineAnimationState::add_animation(const String &animation_name, float delay, bool loop, uint64_t track) {
SPINE_CHECK(animation_state, nullptr)
auto skeleton_data = animation_state->getData()->getSkeletonData();
auto animation = skeleton_data->findAnimation(animation_name.utf8().ptr());
if (!animation) {
ERR_PRINT(String("Can not find animation: ") + animation_name);
return nullptr;
}
auto track_entry = animation_state->addAnimation(track, animation, loop, delay);
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
track_entry_ref->set_spine_object(track_entry);
return track_entry_ref;
}
Ref<SpineTrackEntry> SpineAnimationState::set_empty_animation(uint64_t track_id, float mix_duration) {
SPINE_CHECK(animation_state, nullptr)
auto track_entry = animation_state->setEmptyAnimation(track_id, mix_duration);
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
track_entry_ref->set_spine_object(track_entry);
return track_entry_ref;
}
Ref<SpineTrackEntry> SpineAnimationState::add_empty_animation(uint64_t track_id, float mix_duration, float delay) {
SPINE_CHECK(animation_state, nullptr)
auto track_entry = animation_state->addEmptyAnimation(track_id, mix_duration, delay);
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
track_entry_ref->set_spine_object(track_entry);
return track_entry_ref;
}
void SpineAnimationState::set_empty_animations(float mix_duration) {
SPINE_CHECK(animation_state,)
animation_state->setEmptyAnimations(mix_duration);
}
Ref<SpineTrackEntry> SpineAnimationState::get_current(uint64_t track_index) {
SPINE_CHECK(animation_state, nullptr)
auto track_entry = animation_state->getCurrent(track_index);
if (!track_entry) return nullptr;
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
track_entry_ref->set_spine_object(track_entry);
return track_entry_ref;
}
float SpineAnimationState::get_time_scale() {
CHECK_X(0);
SPINE_CHECK(animation_state, 0)
return animation_state->getTimeScale();
}
void SpineAnimationState::set_time_scale(float time_scale) {
CHECK_V;
SPINE_CHECK(animation_state,)
animation_state->setTimeScale(time_scale);
}
void SpineAnimationState::disable_queue() {
CHECK_V;
SPINE_CHECK(animation_state,)
animation_state->disableQueue();
}
void SpineAnimationState::enable_queue() {
CHECK_V;
SPINE_CHECK(animation_state,)
animation_state->enableQueue();
}
Ref<SpineTrackEntry> SpineAnimationState::get_current(uint64_t track_index) {
CHECK_X(nullptr);
Ref<SpineTrackEntry> gd_entry(memnew(SpineTrackEntry));
auto entry = animation_state->getCurrent(track_index);
if (entry == nullptr) return nullptr;
gd_entry->set_spine_object(entry);
return gd_entry;
}
#undef CHECK_V
#undef CHECK_X

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@ -34,7 +34,7 @@
#include "SpineTrackEntry.h"
class SpineAnimationState : public Reference {
GDCLASS(SpineAnimationState, Reference);
GDCLASS(SpineAnimationState, Reference)
protected:
static void _bind_methods();
@ -46,28 +46,13 @@ private:
public:
SpineAnimationState();
~SpineAnimationState();
spine::AnimationState *get_spine_object() { return animation_state; }
void set_skeleton_data_res(Ref<SpineSkeletonDataResource> skeleton_data_res);
Ref<SpineSkeletonDataResource> get_skeleton_data_res() const;
inline void set_spine_object(spine::AnimationState *animation_state) { this->animation_state = animation_state; }
inline spine::AnimationState *get_spine_object() { return animation_state; }
Ref<SpineTrackEntry> set_animation(const String &anim_name, bool loop, uint64_t track_id);
Ref<SpineTrackEntry> add_animation(const String &anim_name, float delay, bool loop, uint64_t track_id);
Ref<SpineTrackEntry> set_empty_animation(uint64_t track_id, float mix_duration);
Ref<SpineTrackEntry> add_empty_animation(uint64_t track_id, float mix_duration, float delay);
void set_empty_animations(float mix_duration);
float get_time_scale();
void set_time_scale(float time_scale);
void disable_queue();
void enable_queue();
void update(float delta);
bool apply(Ref<SpineSkeleton> skeleton);
@ -76,7 +61,25 @@ public:
void clear_track(uint64_t track_id);
Ref<SpineTrackEntry> set_animation(const String &animation_name, bool loop, uint64_t track_id);
Ref<SpineTrackEntry> add_animation(const String &animation_name, float delay, bool loop, uint64_t track_id);
Ref<SpineTrackEntry> set_empty_animation(uint64_t track_id, float mix_duration);
Ref<SpineTrackEntry> add_empty_animation(uint64_t track_id, float mix_duration, float delay);
void set_empty_animations(float mix_duration);
Ref<SpineTrackEntry> get_current(uint64_t track_index);
float get_time_scale();
void set_time_scale(float time_scale);
void disable_queue();
void enable_queue();
};
#endif//GODOT_SPINEANIMATIONSTATE_H

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@ -0,0 +1,41 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef SPINE_COMMON_H
#define SPINE_COMMON_H
#include "core/error_macros.h"
#define SPINE_CHECK(obj, ret) \
if (!(obj)) { \
ERR_PRINT("Native Spine object not set."); \
return ret; \
}
#endif