/****************************************************************************** * 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 GODOT_SPINESKELETON_H #define GODOT_SPINESKELETON_H #include #include "SpineSkeletonDataResource.h" #include "SpineBone.h" #include "SpineSlot.h" #include "SpineIkConstraint.h" #include "SpineTransformConstraint.h" #include "SpinePathConstraint.h" class SpineSprite; class SpineSkeleton : public Reference { GDCLASS(SpineSkeleton, Reference); protected: static void _bind_methods(); private: spine::Skeleton *skeleton; SpineSprite *sprite; Ref skeleton_data_res; public: SpineSkeleton(); ~SpineSkeleton(); void set_skeleton_data_res(Ref data_res); Ref get_skeleton_data_res() const; inline void set_spine_object(spine::Skeleton *s) { skeleton = s; } inline spine::Skeleton *get_spine_object() { return skeleton; } void set_spine_sprite(SpineSprite *sprite); void update_world_transform(); void set_to_setup_pose(); void set_bones_to_setup_pose(); void set_slots_to_setup_pose(); Ref find_bone(const String &name); Ref find_slot(const String &name); void set_skin_by_name(const String &skin_name); void set_skin(Ref new_skin); Ref get_attachment_by_slot_name(const String &slot_name, const String &attachment_name); Ref get_attachment_by_slot_index(int slot_index, const String &attachment_name); void set_attachment(const String &slot_name, const String &attachment_name); Ref find_ik_constraint(const String &constraint_name); Ref find_transform_constraint(const String &constraint_name); Ref find_path_constraint(const String &constraint_name); Dictionary get_bounds(); Ref get_root_bone(); Array get_bones(); Array get_slots(); Array get_draw_orders(); Array get_ik_constraints(); Array get_path_constraints(); Array get_transform_constraints(); Ref get_skin(); Color get_color(); void set_color(Color v); void set_position(Vector2 pos); float get_x(); void set_x(float v); float get_y(); void set_y(float v); float get_scale_x(); void set_scale_x(float v); float get_scale_y(); void set_scale_y(float v); }; #endif//GODOT_SPINESKELETON_H