/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "SpinePluginPrivatePCH.h" #include "SSpineWidget.h" #include "Framework/Application/SlateApplication.h" #include "Materials/MaterialInterface.h" #include "Materials/MaterialInstanceDynamic.h" #include "Modules/ModuleManager.h" #include "Runtime/SlateRHIRenderer/Public/Interfaces/ISlateRHIRendererModule.h" #include "Rendering/DrawElements.h" #include "Slate/SlateVectorArtData.h" #include "Slate/SlateVectorArtInstanceData.h" #include "Slate/SMeshWidget.h" #include "SlateMaterialBrush.h" void SSpineWidget::Construct(const FArguments& args) { } void SSpineWidget::SetBrush(FSlateBrush* Brush) { brush = Brush; } static void setVertex(FSlateVertex* vertex, float x, float y, float u, float v, const FColor& color, const FVector2D& offset) { vertex->Position.X = offset.X + x; vertex->Position.Y = offset.Y + y; vertex->TexCoords[0] = u; vertex->TexCoords[1] = v; vertex->TexCoords[2] = u; vertex->TexCoords[3] = v; vertex->MaterialTexCoords.X = u; vertex->MaterialTexCoords.Y = v; vertex->Color = color; vertex->PixelSize[0] = 1; vertex->PixelSize[1] = 1; } int32 SSpineWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const { SSpineWidget* self = (SSpineWidget*)this; self->renderData.IndexData.SetNumUninitialized(6); uint32* indexData = (uint32*)renderData.IndexData.GetData(); indexData[0] = 0; indexData[1] = 1; indexData[2] = 2; indexData[3] = 2; indexData[4] = 3; indexData[5] = 0; self->renderData.VertexData.SetNumUninitialized(4); FSlateVertex* vertexData = (FSlateVertex*)renderData.VertexData.GetData(); FVector2D offset = AllottedGeometry.AbsolutePosition; FColor white = FColor(0xffffffff); setVertex(&vertexData[0], 0, 0, 0, 0, white, offset); setVertex(&vertexData[1], 200, 0, 1, 0, white, offset); setVertex(&vertexData[2], 200, 200, 1, 1, white, offset); setVertex(&vertexData[3], 0, 200, 0, 1, white, offset); if (brush && renderData.VertexData.Num() > 0 && renderData.IndexData.Num() > 0) { FSlateShaderResourceProxy* shaderResource = FSlateDataPayload::ResourceManager->GetShaderResource(*brush); FSlateResourceHandle resourceHandle = FSlateApplication::Get().GetRenderer()->GetResourceHandle(*brush); if (shaderResource) FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, resourceHandle, renderData.VertexData, renderData.IndexData, nullptr, 0, 0); } return LayerId; }