/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. *****************************************************************************/ #pragma once #include "SpineAnimation.h" #include "SpineAtlasResource.h" #include "SpineBoneData.h" #include "SpineEventData.h" #include "SpineIkConstraintData.h" #include "SpinePathConstraintData.h" #include "SpinePhysicsConstraintData.h" #include "SpineSkeletonFileResource.h" #include "SpineSkin.h" #include "SpineSlotData.h" #include "SpineTransformConstraintData.h" class SpineAnimationMix : public Resource { GDCLASS(SpineAnimationMix, Resource) protected: static void _bind_methods(); String from; String to; float mix; public: SpineAnimationMix(); void set_from(const String &from); String get_from(); void set_to(const String &to); String get_to(); void set_mix(float mix); float get_mix(); }; class SpineSkeletonDataResource : public Resource { GDCLASS(SpineSkeletonDataResource, Resource) protected: static void _bind_methods(); private: Ref atlas_res; Ref skeleton_file_res; float default_mix; Array animation_mixes; spine::SkeletonData *skeleton_data; spine::AnimationStateData *animation_state_data; void update_skeleton_data(); #ifdef SPINE_GODOT_EXTENSION void load_resources(spine::Atlas *atlas, const String &json, const PackedByteArray &binary); #else void load_resources(spine::Atlas *atlas, const String &json, const Vector &binary); #endif public: SpineSkeletonDataResource(); virtual ~SpineSkeletonDataResource(); bool is_skeleton_data_loaded() const; void set_atlas_res(const Ref &atlas); Ref get_atlas_res(); void set_skeleton_file_res(const Ref &skeleton_file); Ref get_skeleton_file_res(); spine::SkeletonData *get_skeleton_data() const { return skeleton_data; } spine::AnimationStateData *get_animation_state_data() const { return animation_state_data; } #ifdef SPINE_GODOT_EXTENSION void get_animation_names(PackedStringArray &animation_names) const; void get_skin_names(PackedStringArray &l) const; void get_slot_names(PackedStringArray &slot_names); void get_bone_names(PackedStringArray &bone_names); #else void get_animation_names(Vector &animation_names) const; void get_skin_names(Vector &l) const; void get_slot_names(Vector &slot_names); void get_bone_names(Vector &bone_names); #endif void set_default_mix(float default_mix); float get_default_mix(); void set_animation_mixes(Array animation_mixes); Array get_animation_mixes(); // Used by SpineEditorPropertyAnimationMix(es) to update the underlying // AnimationState void update_mixes(); // Spine API Ref find_bone(const String &bone_name) const; Ref find_slot(const String &slot_name) const; Ref find_skin(const String &skin_name) const; Ref find_event(const String &event_data_name) const; Ref find_animation(const String &animation_name) const; Ref find_ik_constraint(const String &constraint_name) const; Ref find_transform_constraint(const String &constraint_name) const; Ref find_path_constraint(const String &constraint_name) const; Ref find_physics_constraint(const String &constraint_name) const; String get_skeleton_name() const; Array get_bones() const; Array get_slots() const; Array get_skins() const; Ref get_default_skin() const; void set_default_skin(Ref skin); Array get_events() const; Array get_animations() const; Array get_ik_constraints() const; Array get_transform_constraints() const; Array get_path_constraints() const; Array get_physics_constraints() const; float get_x() const; float get_y() const; float get_width() const; float get_height() const; String get_version() const; String get_hash() const; String get_images_path() const; String get_audio_path() const; float get_fps() const; float get_reference_scale() const; void set_reference_scale(float reference_scale); };