/****************************************************************************** * 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 "SpineCommon.h" #include "SpineSprite.h" #ifdef SPINE_GODOT_EXTENSION #include #else #include "scene/2d/node_2d.h" #endif class SpineSlotNode : public Node2D { GDCLASS(SpineSlotNode, Node2D) protected: String slot_name; int slot_index; Ref normal_material; Ref additive_material; Ref multiply_material; Ref screen_material; static void _bind_methods(); void _notification(int what); void _get_property_list(List *list) const; bool _get(const StringName &property, Variant &value) const; bool _set(const StringName &property, const Variant &value); void on_world_transforms_changed(const Variant &_sprite); void update_transform(SpineSprite *sprite); public: SpineSlotNode(); void set_slot_name(const String &_slot_name); String get_slot_name(); int get_slot_index() { return slot_index; } Ref get_normal_material(); void set_normal_material(Ref material); Ref get_additive_material(); void set_additive_material(Ref material); Ref get_multiply_material(); void set_multiply_material(Ref material); Ref get_screen_material(); void set_screen_material(Ref material); };