/****************************************************************************** * 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. *****************************************************************************/ #include "SpineSkeleton.h" void SpineSkeleton::_bind_methods() { //void update_world_transform(); // // void set_to_setup_pose(); // // void set_bones_to_setup_pose(); // // void set_slots_to_setup_pose(); ClassDB::bind_method(D_METHOD("update_world_transform"), &SpineSkeleton::update_world_transform); ClassDB::bind_method(D_METHOD("set_to_setup_pose"), &SpineSkeleton::set_to_setup_pose); ClassDB::bind_method(D_METHOD("set_bones_to_setup_pose"), &SpineSkeleton::set_bones_to_setup_pose); ClassDB::bind_method(D_METHOD("set_slots_to_setup_pose"), &SpineSkeleton::set_slots_to_setup_pose); // // Ref find_bone(const String &name); // int find_bone_index(const String &name); // // Ref find_slot(const String &name); // int find_slot_index(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); ClassDB::bind_method(D_METHOD("find_bone", "bone_name"), &SpineSkeleton::find_bone); ClassDB::bind_method(D_METHOD("find_slot", "slot_name"), &SpineSkeleton::find_slot); ClassDB::bind_method(D_METHOD("set_skin_by_name", "skin_name"), &SpineSkeleton::set_skin_by_name); ClassDB::bind_method(D_METHOD("set_skin", "new_skin"), &SpineSkeleton::set_skin); ClassDB::bind_method(D_METHOD("get_attachment_by_slot_name", "slot_name", "attachment_name"), &SpineSkeleton::get_attachment_by_slot_name); ClassDB::bind_method(D_METHOD("get_attachment_by_slot_index", "slot_index", "attachment_name"), &SpineSkeleton::get_attachment_by_slot_index); // // 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); // // void update(float delta); // // Dictionary get_bounds(); // // Ref get_root_bone(); // // Ref get_data(); ClassDB::bind_method(D_METHOD("set_attachment", "slot_name", "attachment_name"), &SpineSkeleton::set_attachment); ClassDB::bind_method(D_METHOD("find_ik_constraint", "constraint_name"), &SpineSkeleton::find_ik_constraint); ClassDB::bind_method(D_METHOD("find_transform_constraint", "constraint_name"), &SpineSkeleton::find_transform_constraint); ClassDB::bind_method(D_METHOD("find_path_constraint", "constraint_name"), &SpineSkeleton::find_path_constraint); ClassDB::bind_method(D_METHOD("get_bounds"), &SpineSkeleton::get_bounds); ClassDB::bind_method(D_METHOD("get_root_bone"), &SpineSkeleton::get_root_bone); ClassDB::bind_method(D_METHOD("get_data"), &SpineSkeleton::get_data); // // 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(); ClassDB::bind_method(D_METHOD("get_bones"), &SpineSkeleton::get_bones); ClassDB::bind_method(D_METHOD("get_slots"), &SpineSkeleton::get_slots); ClassDB::bind_method(D_METHOD("get_draw_orders"), &SpineSkeleton::get_draw_orders); ClassDB::bind_method(D_METHOD("get_ik_constraints"), &SpineSkeleton::get_ik_constraints); ClassDB::bind_method(D_METHOD("get_path_constraints"), &SpineSkeleton::get_path_constraints); ClassDB::bind_method(D_METHOD("get_transform_constraints"), &SpineSkeleton::get_transform_constraints); ClassDB::bind_method(D_METHOD("get_skin"), &SpineSkeleton::get_skin); // // Color get_color(); // void set_color(Color v); // // float get_time(); // void set_time(float v); // // void set_position(Vector2 pos); ClassDB::bind_method(D_METHOD("get_color"), &SpineSkeleton::get_color); ClassDB::bind_method(D_METHOD("set_color", "v"), &SpineSkeleton::set_color); ClassDB::bind_method(D_METHOD("set_position", "pos"), &SpineSkeleton::set_position); // // 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); ClassDB::bind_method(D_METHOD("get_x"), &SpineSkeleton::get_x); ClassDB::bind_method(D_METHOD("set_x", "v"), &SpineSkeleton::set_x); ClassDB::bind_method(D_METHOD("get_y"), &SpineSkeleton::get_y); ClassDB::bind_method(D_METHOD("set_y", "v"), &SpineSkeleton::set_y); ClassDB::bind_method(D_METHOD("get_scale_x"), &SpineSkeleton::get_scale_x); ClassDB::bind_method(D_METHOD("set_scale_x", "v"), &SpineSkeleton::set_scale_x); ClassDB::bind_method(D_METHOD("get_scale_y"), &SpineSkeleton::get_scale_y); ClassDB::bind_method(D_METHOD("set_scale_y", "v"), &SpineSkeleton::set_scale_y); } SpineSkeleton::SpineSkeleton() : skeleton(NULL), spine_object(false), the_sprite(nullptr) { } SpineSkeleton::~SpineSkeleton() { if (skeleton && !spine_object) { delete skeleton; skeleton = NULL; } } void SpineSkeleton::load_skeleton(Ref sd) { if (skeleton && !spine_object) { delete skeleton; skeleton = NULL; } skeleton = new spine::Skeleton(sd->get_skeleton_data()); spine_object = false; } #define S_T(x) (spine::String(x.utf8())) void SpineSkeleton::update_world_transform() { skeleton->updateWorldTransform(); } void SpineSkeleton::set_to_setup_pose() { skeleton->setToSetupPose(); } void SpineSkeleton::set_bones_to_setup_pose() { skeleton->setBonesToSetupPose(); } void SpineSkeleton::set_slots_to_setup_pose() { skeleton->setSlotsToSetupPose(); } Ref SpineSkeleton::find_bone(const String &name) { if (name.empty()) return NULL; auto b = skeleton->findBone(S_T(name)); if (b == NULL) return NULL; Ref gd_b(memnew(SpineBone)); gd_b->set_spine_object(b); gd_b->set_spine_sprite(the_sprite); return gd_b; } Ref SpineSkeleton::find_slot(const String &name) { if (name.empty()) return NULL; auto s = skeleton->findSlot(S_T(name)); if (s == NULL) return NULL; Ref gd_s(memnew(SpineSlot)); gd_s->set_spine_object(s); return gd_s; } void SpineSkeleton::set_skin_by_name(const String &skin_name) { skeleton->setSkin(S_T(skin_name)); } void SpineSkeleton::set_skin(Ref new_skin) { if (new_skin.is_valid()) { skeleton->setSkin(new_skin->get_spine_object()); } else { skeleton->setSkin(NULL); } } Ref SpineSkeleton::get_attachment_by_slot_name(const String &slot_name, const String &attachment_name) { auto a = skeleton->getAttachment(S_T(slot_name), S_T(attachment_name)); if (a == NULL) return NULL; Ref gd_a(memnew(SpineAttachment)); gd_a->set_spine_object(a); return gd_a; } Ref SpineSkeleton::get_attachment_by_slot_index(int slot_index, const String &attachment_name) { auto a = skeleton->getAttachment(slot_index, S_T(attachment_name)); if (a == NULL) return NULL; Ref gd_a(memnew(SpineAttachment)); gd_a->set_spine_object(a); return gd_a; } void SpineSkeleton::set_attachment(const String &slot_name, const String &attachment_name) { ERR_FAIL_COND(slot_name.empty()); ERR_FAIL_COND(get_attachment_by_slot_name(slot_name, attachment_name) == NULL); skeleton->setAttachment(S_T(slot_name), S_T(attachment_name)); } Ref SpineSkeleton::find_ik_constraint(const String &constraint_name) { if (constraint_name.empty()) return NULL; auto c = skeleton->findIkConstraint(S_T(constraint_name)); if (c == NULL) return NULL; Ref gd_c(memnew(SpineIkConstraint)); gd_c->set_spine_object(c); return gd_c; } Ref SpineSkeleton::find_transform_constraint(const String &constraint_name) { if (constraint_name.empty()) return NULL; auto c = skeleton->findTransformConstraint(S_T(constraint_name)); if (c == NULL) return NULL; Ref gd_c(memnew(SpineTransformConstraint)); gd_c->set_spine_object(c); return gd_c; } Ref SpineSkeleton::find_path_constraint(const String &constraint_name) { if (constraint_name.empty()) return NULL; auto c = skeleton->findPathConstraint(S_T(constraint_name)); if (c == NULL) return NULL; Ref gd_c(memnew(SpinePathConstraint)); gd_c->set_spine_object(c); return gd_c; } Dictionary SpineSkeleton::get_bounds() { float x, y, w, h; spine::Vector vertex_buffer; skeleton->getBounds(x, y, w, h, vertex_buffer); Dictionary res; res["x"] = x; res["y"] = y; res["w"] = w; res["h"] = h; Array gd_a; gd_a.resize(vertex_buffer.size()); for (size_t i = 0; i < gd_a.size(); ++i) { gd_a[i] = vertex_buffer[i]; } res["vertex_buffer"] = gd_a; return res; } Ref SpineSkeleton::get_root_bone() { auto b = skeleton->getRootBone(); if (b == NULL) return NULL; Ref gd_b(memnew(SpineBone)); gd_b->set_spine_object(b); gd_b->set_spine_sprite(the_sprite); return gd_b; } Ref SpineSkeleton::get_data() const { auto sd = skeleton->getData(); if (sd == NULL) return NULL; Ref gd_sd(memnew(SpineSkeletonDataResource)); gd_sd->set_spine_object(sd); return gd_sd; } Array SpineSkeleton::get_bones() { auto &as = skeleton->getBones(); Array gd_as; gd_as.resize(as.size()); for (size_t i = 0; i < gd_as.size(); ++i) { auto b = as[i]; if (b == NULL) gd_as[i] = Ref(NULL); Ref gd_a(memnew(SpineBone)); gd_a->set_spine_object(b); gd_a->set_spine_sprite(the_sprite); gd_as[i] = gd_a; } return gd_as; } Array SpineSkeleton::get_slots() { auto &as = skeleton->getSlots(); Array gd_as; gd_as.resize(as.size()); for (size_t i = 0; i < gd_as.size(); ++i) { auto b = as[i]; if (b == NULL) gd_as[i] = Ref(NULL); Ref gd_a(memnew(SpineSlot)); gd_a->set_spine_object(b); gd_as[i] = gd_a; } return gd_as; } Array SpineSkeleton::get_draw_orders() { auto &as = skeleton->getDrawOrder(); Array gd_as; gd_as.resize(as.size()); for (size_t i = 0; i < gd_as.size(); ++i) { auto b = as[i]; if (b == NULL) gd_as[i] = Ref(NULL); Ref gd_a(memnew(SpineSlot)); gd_a->set_spine_object(b); gd_as[i] = gd_a; } return gd_as; } Array SpineSkeleton::get_ik_constraints() { auto &as = skeleton->getIkConstraints(); Array gd_as; gd_as.resize(as.size()); for (size_t i = 0; i < gd_as.size(); ++i) { auto b = as[i]; if (b == NULL) gd_as[i] = Ref(NULL); Ref gd_a(memnew(SpineIkConstraint)); gd_a->set_spine_object(b); gd_as[i] = gd_a; } return gd_as; } Array SpineSkeleton::get_path_constraints() { auto &as = skeleton->getPathConstraints(); Array gd_as; gd_as.resize(as.size()); for (size_t i = 0; i < gd_as.size(); ++i) { auto b = as[i]; if (b == NULL) gd_as[i] = Ref(NULL); Ref gd_a(memnew(SpinePathConstraint)); gd_a->set_spine_object(b); gd_as[i] = gd_a; } return gd_as; } Array SpineSkeleton::get_transform_constraints() { auto &as = skeleton->getTransformConstraints(); Array gd_as; gd_as.resize(as.size()); for (size_t i = 0; i < gd_as.size(); ++i) { auto b = as[i]; if (b == NULL) gd_as[i] = Ref(NULL); Ref gd_a(memnew(SpineTransformConstraint)); gd_a->set_spine_object(b); gd_as[i] = gd_a; } return gd_as; } Ref SpineSkeleton::get_skin() { auto s = skeleton->getSkin(); if (s == NULL) return NULL; Ref gd_s(memnew(SpineSkin)); gd_s->set_spine_object(s); return gd_s; } Color SpineSkeleton::get_color() { auto &c = skeleton->getColor(); return Color(c.r, c.g, c.b, c.a); } void SpineSkeleton::set_color(Color v) { auto &c = skeleton->getColor(); c.set(v.r, v.g, v.b, v.a); } void SpineSkeleton::set_position(Vector2 pos) { skeleton->setPosition(pos.x, pos.y); } float SpineSkeleton::get_x() { return skeleton->getX(); } void SpineSkeleton::set_x(float v) { skeleton->setX(v); } float SpineSkeleton::get_y() { return skeleton->getY(); } void SpineSkeleton::set_y(float v) { skeleton->setY(v); } float SpineSkeleton::get_scale_x() { return skeleton->getScaleX(); } void SpineSkeleton::set_scale_x(float v) { skeleton->setScaleX(v); } float SpineSkeleton::get_scale_y() { return skeleton->getScaleY(); } void SpineSkeleton::set_scale_y(float v) { skeleton->setScaleY(v); } void SpineSkeleton::set_spine_sprite(SpineSprite *s) { the_sprite = s; }