[ts][pixi] Add JSDoc.

This commit is contained in:
Davide Tantillo 2024-05-16 12:01:13 +02:00
parent d0480da0e5
commit 77b6a5bb03

View File

@ -47,18 +47,32 @@ import {
import type { SpineTexture } from "./SpineTexture.js";
import { SlotMesh } from "./SlotMesh.js";
import { DarkSlotMesh } from "./DarkSlotMesh.js";
import type { ISpineDebugRenderer } from "./SpineDebugRenderer.js";
import type { ISpineDebugRenderer, SpineDebugRenderer } from "./SpineDebugRenderer.js";
import { Assets } from "@pixi/assets";
import type { IPointData } from "@pixi/core";
import { Ticker, utils } from "@pixi/core";
import { Ticker } from "@pixi/core";
import type { IDestroyOptions, DisplayObject } from "@pixi/display";
import { Container } from "@pixi/display";
/**
* Options to configure a {@link Spine} game object.
*/
export interface ISpineOptions {
/** Set the {@link Spine.autoUpdate} value. If omitted, it is set to `true`. */
autoUpdate?: boolean;
/** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */
scale?: number;
/**
* A factory to override the default ones to render Spine meshes ({@link DarkSlotMesh} or {@link SlotMesh}).
* If omitted, a factory returning a ({@link DarkSlotMesh} or {@link SlotMesh}) will be used depending on the presence of
* a dark tint mesh in the skeleton.
* */
slotMeshFactory?: () => ISlotMesh;
}
/**
* AnimationStateListener {@link https://en.esotericsoftware.com/spine-api-reference#AnimationStateListener events} exposed for Pixi.
*/
export interface SpineEvents {
complete: [trackEntry: TrackEntry];
dispose: [trackEntry: TrackEntry];
@ -68,14 +82,23 @@ export interface SpineEvents {
start: [trackEntry: TrackEntry];
}
/**
* The class to instantiate a {@link Spine} game object in Pixi.
* The static method {@link Spine.from} should be used to instantiate a Spine game object.
*/
export class Spine extends Container {
/** The skeleton for this Spine game object. */
public skeleton: Skeleton;
/** The animation state for this Spine game object. */
public state: AnimationState;
private _debug?: ISpineDebugRenderer | undefined = undefined;
public get debug (): ISpineDebugRenderer | undefined {
return this._debug;
}
/** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ...
* @example spineGO.debug = new SpineDebugRenderer();
*/
public set debug (value: ISpineDebugRenderer | undefined) {
if (this._debug) {
this._debug.unregisterSpine(this);
@ -86,13 +109,14 @@ export class Spine extends Container {
this._debug = value;
}
protected slotMeshFactory: () => ISlotMesh = ((): ISlotMesh => new SlotMesh());
protected slotMeshFactory: () => ISlotMesh = () => new SlotMesh();
private autoUpdateWarned: boolean = false;
private _autoUpdate: boolean = true;
public get autoUpdate (): boolean {
return this._autoUpdate;
}
/** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link Ticker.shared} instance. */
public set autoUpdate (value: boolean) {
if (value) {
Ticker.shared.add(this.internalUpdate, this);
@ -115,7 +139,6 @@ export class Spine extends Container {
private lightColor = new Color();
private darkColor = new Color();
constructor (skeletonData: SkeletonData, options?: ISpineOptions) {
super();
@ -134,13 +157,14 @@ export class Spine extends Container {
} else {
for (let i = 0; i < this.skeleton.slots.length; i++) {
if (this.skeleton.slots[i].data.darkColor) {
this.slotMeshFactory = options?.slotMeshFactory ?? ((): ISlotMesh => new DarkSlotMesh());
this.slotMeshFactory = options?.slotMeshFactory ?? (() => new DarkSlotMesh());
break;
}
}
}
}
/** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */
public update (deltaSeconds: number): void {
if (this.autoUpdate && !this.autoUpdateWarned) {
console.warn("You are calling update on a Spine instance that has autoUpdate set to true. This is probably not what you want.");
@ -156,6 +180,7 @@ export class Spine extends Container {
this.skeleton.update(delta);
}
/** Before rendering, apply the state change to the Spine AnimationState and update the skeleton transform, then call the {@link Container.updateTransform}. */
public override updateTransform (): void {
this.updateSpineTransform();
this.debug?.renderDebug(this);
@ -171,6 +196,7 @@ export class Spine extends Container {
this.sortChildren();
}
/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
public override destroy (options?: boolean | IDestroyOptions | undefined): void {
for (const [, mesh] of this.meshesCache) {
mesh?.destroy();
@ -320,13 +346,19 @@ export class Spine extends Container {
Spine.clipper.clipEnd();
}
/**
* Set the position of the bone given in input through a {@link IPointData}.
* @param bone: the bone name or the bone instance to set the position
* @param outPos: the new position of the bone.
* @throws {Error}: if the given bone is not found in the skeleton, an error is thrown
*/
public setBonePosition (bone: string | Bone, position: IPointData): void {
const boneAux = bone;
if (typeof bone === "string") {
bone = this.skeleton.findBone(bone)!;
}
if (!bone) throw Error(`Cant set bone position, bone ${String(boneAux)} not found`);
if (!bone) throw Error(`Cannot set bone position, bone ${String(boneAux)} not found`);
Spine.vectorAux.set(position.x, position.y);
if (bone.parent) {
@ -340,6 +372,12 @@ export class Spine extends Container {
}
}
/**
* Return the position of the bone given in input into an {@link IPointData}.
* @param bone: the bone name or the bone instance to get the position from
* @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object.
* @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton
*/
public getBonePosition (bone: string | Bone, outPos?: IPointData): IPointData | undefined {
const boneAux = bone;
if (typeof bone === "string") {
@ -347,7 +385,7 @@ export class Spine extends Container {
}
if (!bone) {
console.error(`Cant set bone position! Bone ${String(boneAux)} not found`);
console.error(`Cannot get bone position! Bone ${String(boneAux)} not found`);
return outPos;
}
@ -360,9 +398,26 @@ export class Spine extends Container {
return outPos;
}
/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
public static readonly skeletonCache: Record<string, SkeletonData> = Object.create(null);
public static from (skeletonAssetName: string, atlasAssetName: string, options?: ISpineOptions & { scale?: number }): Spine {
/**
* Use this method to instantiate a Spine game object.
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
* ```
* PIXI.Assets.add("sackData", "./assets/sack-pro.skel");
* PIXI.Assets.add("sackAtlas", "./assets/sack-pma.atlas");
* await PIXI.Assets.load(["sackData", "sackAtlas"]);
* ```
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
*
* @param skeletonAssetName - the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets
* @param atlasAssetName - the asset name for the atlas file previously loaded into the Assets
* @param options - Options to configure the Spine game object
* @returns {Spine} The Spine game object instantiated
*/
public static from (skeletonAssetName: string, atlasAssetName: string, options?: ISpineOptions): Spine {
const cacheKey = `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`;
let skeletonData = Spine.skeletonCache[cacheKey];
if (skeletonData) {
@ -381,6 +436,9 @@ export class Spine extends Container {
Skeleton.yDown = true;
/**
* Represents the mesh type used in a Spine objects. Available implementations are {@link DarkSlotMesh} and {@link SlotMesh}.
*/
export interface ISlotMesh extends DisplayObject {
name: string;
updateFromSpineData (