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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
[ue4] Port of SkeletonComponent to SpineWidget.2
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461c7231b2
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@ -32,6 +32,7 @@
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#include "SpineWidget.h"
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#include "SpineWidget.h"
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#include "SSpineWidget.h"
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#include "SSpineWidget.h"
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#include "Engine.h"
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#include "Engine.h"
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#include "spine/spine.h"
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#define LOCTEXT_NAMESPACE "Spine"
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#define LOCTEXT_NAMESPACE "Spine"
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@ -83,24 +84,43 @@ const FText USpineWidget::GetPaletteCategory() {
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}
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}
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#endif
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#endif
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void USpineWidget::InternalTick(float DeltaTime) {
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void USpineWidget::InternalTick(float DeltaTime, bool CallDelegates, bool Preview) {
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CheckState();
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CheckState();
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if (skeleton) {
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if (skeleton) {
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if (CallDelegates) BeforeUpdateWorldTransform.Broadcast(this);
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skeleton->updateWorldTransform();
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skeleton->updateWorldTransform();
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if (CallDelegates) AfterUpdateWorldTransform.Broadcast(this);
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}
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}
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}
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}
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void USpineWidget::CheckState() {
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void USpineWidget::CheckState() {
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if (lastAtlas != Atlas || lastData != SkeletonData) {
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bool needsUpdate = lastAtlas != Atlas || lastData != SkeletonData;
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if (!needsUpdate) {
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// Are we doing a re-import? Then check if the underlying spine-cpp data
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// has changed.
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if (lastAtlas && lastAtlas == Atlas && lastData && lastData == SkeletonData) {
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spine::Atlas* atlas = Atlas->GetAtlas();
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if (lastSpineAtlas != atlas) {
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needsUpdate = true;
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}
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if (skeleton && skeleton->getData() != SkeletonData->GetSkeletonData(atlas)) {
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needsUpdate = true;
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}
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}
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}
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if (needsUpdate) {
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DisposeState();
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DisposeState();
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if (Atlas && SkeletonData) {
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if (Atlas && SkeletonData) {
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spine::SkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas());
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spine::SkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas());
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skeleton = new (__FILE__, __LINE__) spine::Skeleton(data);
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if (data) skeleton = new (__FILE__, __LINE__) spine::Skeleton(data);
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}
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}
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lastAtlas = Atlas;
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lastAtlas = Atlas;
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lastSpineAtlas = Atlas ? Atlas->GetAtlas() : nullptr;
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lastData = SkeletonData;
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lastData = SkeletonData;
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}
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}
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}
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}
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@ -116,3 +136,146 @@ void USpineWidget::FinishDestroy() {
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DisposeState();
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DisposeState();
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Super::FinishDestroy();
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Super::FinishDestroy();
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}
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}
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bool USpineWidget::SetSkin(const FString skinName) {
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CheckState();
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if (skeleton) {
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spine::Skin* skin = skeleton->getData()->findSkin(TCHAR_TO_UTF8(*skinName));
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if (!skin) return false;
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skeleton->setSkin(skin);
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return true;
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}
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else return false;
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}
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void USpineWidget::GetSkins(TArray<FString> &Skins) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getData()->getSkins().size(); i < n; i++) {
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Skins.Add(skeleton->getData()->getSkins()[i]->getName().buffer());
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}
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}
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}
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bool USpineWidget::HasSkin(const FString skinName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*skinName)) != nullptr;
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}
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return false;
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}
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bool USpineWidget::SetAttachment(const FString slotName, const FString attachmentName) {
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CheckState();
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if (skeleton) {
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if (!skeleton->getAttachment(TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName))) return false;
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skeleton->setAttachment(TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName));
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return true;
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}
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return false;
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}
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void USpineWidget::UpdateWorldTransform() {
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CheckState();
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if (skeleton) {
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skeleton->updateWorldTransform();
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}
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}
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void USpineWidget::SetToSetupPose() {
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CheckState();
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if (skeleton) skeleton->setToSetupPose();
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}
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void USpineWidget::SetBonesToSetupPose() {
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CheckState();
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if (skeleton) skeleton->setBonesToSetupPose();
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}
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void USpineWidget::SetSlotsToSetupPose() {
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CheckState();
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if (skeleton) skeleton->setSlotsToSetupPose();
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}
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void USpineWidget::SetScaleX(float scaleX) {
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CheckState();
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if (skeleton) skeleton->setScaleX(scaleX);
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}
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float USpineWidget::GetScaleX() {
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CheckState();
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if (skeleton) return skeleton->getScaleX();
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return 1;
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}
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void USpineWidget::SetScaleY(float scaleY) {
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CheckState();
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if (skeleton) skeleton->setScaleY(scaleY);
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}
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float USpineWidget::GetScaleY() {
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CheckState();
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if (skeleton) return skeleton->getScaleY();
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return 1;
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}
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void USpineWidget::GetBones(TArray<FString> &Bones) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getBones().size(); i < n; i++) {
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Bones.Add(skeleton->getBones()[i]->getData().getName().buffer());
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}
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}
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}
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bool USpineWidget::HasBone(const FString BoneName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findBone(TCHAR_TO_UTF8(*BoneName)) != nullptr;
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}
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return false;
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}
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void USpineWidget::GetSlots(TArray<FString> &Slots) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getSlots().size(); i < n; i++) {
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Slots.Add(skeleton->getSlots()[i]->getData().getName().buffer());
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}
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}
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}
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bool USpineWidget::HasSlot(const FString SlotName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findSlot(TCHAR_TO_UTF8(*SlotName)) != nullptr;
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}
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return false;
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}
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void USpineWidget::GetAnimations(TArray<FString> &Animations) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getData()->getAnimations().size(); i < n; i++) {
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Animations.Add(skeleton->getData()->getAnimations()[i]->getName().buffer());
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}
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}
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}
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bool USpineWidget::HasAnimation(FString AnimationName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*AnimationName)) != nullptr;
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}
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return false;
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}
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float USpineWidget::GetAnimationDuration(FString AnimationName) {
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CheckState();
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if (skeleton) {
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spine::Animation *animation = skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*AnimationName));
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if (animation == nullptr) return 0;
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else return animation->getDuration();
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}
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return 0;
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}
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@ -39,6 +39,9 @@
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class SSpineWidget;
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class SSpineWidget;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineWidgetBeforeUpdateWorldTransformDelegate, USpineWidget*, skeleton);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineWidgetAfterUpdateWorldTransformDelegate, USpineWidget*, skeleton);
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UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
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UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
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class SPINEPLUGIN_API USpineWidget: public UWidget {
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class SPINEPLUGIN_API USpineWidget: public UWidget {
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GENERATED_UCLASS_BODY()
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GENERATED_UCLASS_BODY()
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@ -80,6 +83,69 @@ public:
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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FSlateBrush Brush;
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FSlateBrush Brush;
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSkins(TArray<FString> &Skins);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetSkin(const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSkin(const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetAttachment(const FString slotName, const FString attachmentName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void UpdateWorldTransform();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetBonesToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetSlotsToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetScaleX(float scaleX);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetScaleX();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetScaleY(float scaleY);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetScaleY();
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetBones(TArray<FString> &Bones);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasBone(const FString BoneName);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSlots(TArray<FString> &Slots);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSlot(const FString SlotName);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetAnimations(TArray<FString> &Animations);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasAnimation(FString AnimationName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetAnimationDuration(FString AnimationName);
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineWidgetBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineWidgetAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
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virtual void FinishDestroy() override;
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virtual void FinishDestroy() override;
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protected:
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protected:
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@ -87,12 +153,14 @@ protected:
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virtual TSharedRef<SWidget> RebuildWidget() override;
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virtual TSharedRef<SWidget> RebuildWidget() override;
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virtual void CheckState();
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virtual void CheckState();
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virtual void InternalTick(float DeltaTime);
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virtual void InternalTick(float DeltaTime, bool CallDelegates = true, bool Preview = false);
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virtual void DisposeState();
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virtual void DisposeState();
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TSharedPtr<SSpineWidget> slateWidget;
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TSharedPtr<SSpineWidget> slateWidget;
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spine::Skeleton* skeleton;
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spine::Skeleton* skeleton;
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USpineAtlasAsset* lastAtlas = nullptr;
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USpineAtlasAsset* lastAtlas = nullptr;
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spine::Atlas* lastSpineAtlas = nullptr;
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USpineSkeletonDataAsset* lastData = nullptr;
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USpineSkeletonDataAsset* lastData = nullptr;
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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