/****************************************************************************** * 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_SPINESPRITE_H #define GODOT_SPINESPRITE_H #include "SpineSkeleton.h" #include "SpineAnimationState.h" #include "scene/2d/node_2d.h" #include "scene/2d/mesh_instance_2d.h" #include "scene/resources/texture.h" class SpineSlotNode; class SpineSprite : public Node2D, public spine::AnimationStateListenerObject { GDCLASS(SpineSprite, Node2D) public: enum UpdateMode { UpdateMode_Process, UpdateMode_Physics, UpdateMode_Manual }; protected: Ref skeleton_data_res; Ref skeleton; Ref animation_state; UpdateMode update_mode; spine::Vector > slot_nodes; Vector mesh_instances; spine::SkeletonClipping *skeleton_clipper; static Ref default_materials[4]; static void _bind_methods(); void _notification(int what); void generate_meshes_for_slots(Ref skeleton_ref); void remove_meshes(); void sort_slot_nodes(); void update_meshes(Ref skeleton); void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event); public: SpineSprite(); ~SpineSprite(); void set_skeleton_data_res(const Ref &_spine_skeleton_data_resource); Ref get_skeleton_data_res(); Ref get_skeleton(); Ref get_animation_state(); void on_skeleton_data_changed(); void update_skeleton(float delta); Transform2D get_global_bone_transform(const String &bone_name); void set_global_bone_transform(const String &bone_name, Transform2D transform); UpdateMode get_update_mode(); void set_update_mode(UpdateMode v); #ifdef TOOLS_ENABLED virtual Rect2 _edit_get_rect() const; virtual bool _edit_use_rect() const; #endif }; VARIANT_ENUM_CAST(SpineSprite::UpdateMode); #endif//GODOT_SPINESPRITE_H