/****************************************************************************** * 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 #include #include "SpineAnimationStateDataResource.h" #include "SpineSkeleton.h" #include "SpineAnimationState.h" #include "SpineSpriteMeshInstance2D.h" #include "PackedSpineSkinResource.h" class SpineSprite : public Node2D, public spine::AnimationStateListenerObject { GDCLASS(SpineSprite, Node2D); protected: static void _bind_methods(); void _notification(int p_what); void _get_property_list(List *p_list) const; bool _get(const StringName &p_property, Variant &r_value) const; bool _set(const StringName &p_property, const Variant &p_value); void _validate_and_play_current_animations(); public: enum ProcessMode { ProcessMode_Process, ProcessMode_Physics, ProcessMode_Manual }; private: Ref animation_state_data_res; Ref skeleton; Ref animation_state; Vector mesh_instances; Array current_animations; int select_track_id; float empty_animation_duration; Array bind_slot_nodes; bool overlap; Ref skin; ProcessMode process_mode; spine::SkeletonClipping *skeleton_clipper; public: SpineSprite(); ~SpineSprite(); void set_animation_state_data_res(const Ref &a); Ref get_animation_state_data_res(); Ref get_skeleton(); Ref get_animation_state(); void gen_mesh_from_skeleton(Ref s); void remove_mesh_instances(); void remove_redundant_mesh_instances(); void update_mesh_from_skeleton(Ref s); void update_bind_slot_nodes(); void update_bind_slot_node_transform(Ref bone, Node2D *node2d); void update_bind_slot_node_draw_order(const String &slot_name, Node2D *node2d); Node *find_child_node_by_node(Node *node); virtual void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event); void _on_animation_data_created(); void _on_animation_data_changed(); void _update_all(float delta); // External feature functions Array get_current_animations(); void set_current_animations(Array as); int get_select_track_id(); void set_select_track_id(int v); bool get_clear_track(); void set_clear_track(bool v); bool get_clear_tracks(); void set_clear_tracks(bool v); float get_empty_animation_duration(); void set_empty_animation_duration(float v); bool get_set_empty_animation(); void set_set_empty_animation(bool v); bool get_set_empty_animations(); void set_set_empty_animations(bool v); Array get_bind_slot_nodes(); void set_bind_slot_nodes(Array v); void bind_slot_with_node_2d(const String &slot_name, Node2D *n); void unbind_slot_with_node_2d(const String &slot_name, Node2D *n); // bone manipulations Transform2D bone_get_global_transform(const String &bone_name); void bone_set_global_transform(const String &bone_name, Transform2D transform); //allow z-manipulation bool get_overlap(); void set_overlap(bool v); void set_skin(Ref v); Ref get_skin(); void _on_skin_property_changed(); void update_runtime_skin(); Ref gen_spine_skin_from_packed_resource(Ref res); // current animation count int64_t get_current_animation_count() const; void set_current_animation_count(int64_t v); ProcessMode get_process_mode(); void set_process_mode(ProcessMode v); }; VARIANT_ENUM_CAST(SpineSprite::ProcessMode); #endif//GODOT_SPINESPRITE_H