/****************************************************************************** * 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_SPINESLOT_H #define GODOT_SPINESLOT_H #include "SpineCommon.h" #include "SpineSlotData.h" #include "SpineAttachment.h" #include "SpineBone.h" // Breaks cyclic dependency. class SpineSkeleton; class SpineSlot : public REFCOUNTED { GDCLASS(SpineSlot, REFCOUNTED); protected: static void _bind_methods(); private: spine::Slot *slot; SpineSprite *sprite; public: SpineSlot(); void set_spine_object(SpineSprite *_sprite, spine::Slot *_slot) { sprite = _sprite; slot = _slot; } spine::Slot *get_spine_object() { return slot; } SpineSprite *get_spine_sprite() { return sprite; } void set_to_setup_pose(); Ref get_data(); Ref get_bone(); Ref get_skeleton(); Color get_color(); void set_color(Color v); Color get_dark_color(); void set_dark_color(Color v); bool has_dark_color(); Ref get_attachment(); void set_attachment(Ref v); int get_attachment_state(); void set_attachment_state(int v); Array get_deform(); void set_deform(Array v); int get_sequence_index(); void set_sequence_index(int v); }; #endif//GODOT_SPINESLOT_H