mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
203 lines
6.9 KiB
C++
203 lines
6.9 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_COMMON_H
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#define SPINE_COMMON_H
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#ifdef SPINE_GODOT_EXTENSION
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#include <godot_cpp/core/version.hpp>
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// When running scons with deprecated=no, these are not defined in version.h in Godot 4.5.1
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// but our code for older versions of Godot relies on them.
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#ifndef VERSION_MAJOR
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#define VERSION_MAJOR GODOT_VERSION_MAJOR
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#define VERSION_MINOR GODOT_VERSION_MINOR
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#define VERSION_PATCH GODOT_VERSION_PATCH
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#endif
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#include <godot_cpp/classes/ref_counted.hpp>
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#include <godot_cpp/variant/string_name.hpp>
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using namespace godot;
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#define REFCOUNTED RefCounted
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#define EMPTY(x) ((x).is_empty())
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#define EMPTY_PTR(x) ((x)->is_empty())
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#define SSIZE(x) ((x).length())
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#define INSTANTIATE(x) (x).instantiate()
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#define NOTIFY_PROPERTY_LIST_CHANGED() notify_property_list_changed()
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#define VARIANT_FLOAT Variant::FLOAT
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#define PROPERTY_USAGE_NOEDITOR PROPERTY_USAGE_NO_EDITOR
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#define RES Ref<Resource>
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#define REF Ref<RefCounted>
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#define GEOMETRY2D Geometry2D
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// FIXME this doesn't do the same as the engine SNAME in terms of caching
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#define SNAME(name) StringName(name)
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#define RS RenderingServer
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#else
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#include "core/version.h"
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// When running scons with deprecated=no, these are not defined in version.h in Godot 4.5.1
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// but our code for older versions of Godot relies on them.
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#ifndef VERSION_MAJOR
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#define VERSION_MAJOR GODOT_VERSION_MAJOR
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#define VERSION_MINOR GODOT_VERSION_MINOR
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#define VERSION_PATCH GODOT_VERSION_PATCH
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#endif
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#if VERSION_MAJOR > 3
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#include "core/core_bind.h"
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#include "core/error/error_macros.h"
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#define REFCOUNTED RefCounted
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#define EMPTY(x) ((x).is_empty())
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#define EMPTY_PTR(x) ((x)->is_empty())
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#define SSIZE(x) ((x).size())
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#define INSTANTIATE(x) (x).instantiate()
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#define NOTIFY_PROPERTY_LIST_CHANGED() notify_property_list_changed()
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#define VARIANT_FLOAT Variant::FLOAT
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#define PROPERTY_USAGE_NOEDITOR PROPERTY_USAGE_NO_EDITOR
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#define RES Ref<Resource>
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#define REF Ref<RefCounted>
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#define GEOMETRY2D Geometry2D
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#else
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#include "core/object.h"
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#include "core/reference.h"
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#include "core/error_macros.h"
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#define REFCOUNTED Reference
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#define EMPTY(x) ((x).empty())
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#define EMPTY_PTR(x) ((x)->empty())
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#define SSIZE(x) ((x).size())
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#define INSTANTIATE(x) (x).instance()
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#define NOTIFY_PROPERTY_LIST_CHANGED() property_list_changed_notify()
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#define VARIANT_FLOAT Variant::REAL
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#define GDREGISTER_CLASS(x) ClassDB::register_class<x>()
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#define GEOMETRY2D Geometry
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#ifndef SNAME
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#define SNAME(m_arg) ([]() -> const StringName & { static StringName sname = _scs_create(m_arg); return sname; })()
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#endif
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#endif
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#endif
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#define SPINE_CHECK(obj, ret) \
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if (!(obj)) { \
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ERR_PRINT("Native Spine object not set."); \
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return ret; \
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}
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#define SPINE_STRING(x) spine::String((x).utf8().ptr())
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#define SPINE_STRING_TMP(x) spine::String((x).utf8().ptr(), true, false)
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// Can't do template classes with Godot's object model :(
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class SpineObjectWrapper : public REFCOUNTED {
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GDCLASS(SpineObjectWrapper, REFCOUNTED)
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Object *spine_owner;
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void *spine_object;
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protected:
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static void _bind_methods() {
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ClassDB::bind_method(D_METHOD("_internal_spine_objects_invalidated"), &SpineObjectWrapper::spine_objects_invalidated);
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}
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void spine_objects_invalidated() {
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spine_object = nullptr;
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#if VERSION_MAJOR > 3
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spine_owner->disconnect(SNAME("_internal_spine_objects_invalidated"), callable_mp(this, &SpineObjectWrapper::spine_objects_invalidated));
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#else
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spine_owner->disconnect(SNAME("_internal_spine_objects_invalidated"), this, SNAME("_internal_spine_objects_invalidated"));
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#endif
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}
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SpineObjectWrapper() : spine_owner(nullptr), spine_object(nullptr) {
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}
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template<typename OWNER, typename OBJECT>
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void _set_spine_object_internal(const OWNER *_owner, OBJECT *_object) {
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if (spine_owner) {
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ERR_PRINT("Owner already set.");
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return;
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}
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if (spine_object) {
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ERR_PRINT("Object already set.");
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return;
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}
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if (!_owner) {
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ERR_PRINT("Owner must not be null.");
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return;
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}
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spine_owner = (Object *) _owner;
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spine_object = _object;
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#if VERSION_MAJOR > 3
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spine_owner->connect(SNAME("_internal_spine_objects_invalidated"), callable_mp(this, &SpineObjectWrapper::spine_objects_invalidated));
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#else
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spine_owner->connect(SNAME("_internal_spine_objects_invalidated"), this, SNAME("_internal_spine_objects_invalidated"));
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#endif
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}
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void *_get_spine_object_internal() { return spine_object; }
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void *_get_spine_owner_internal() { return spine_owner; }
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};
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class SpineSprite;
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template<typename OBJECT>
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class SpineSpriteOwnedObject : public SpineObjectWrapper {
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public:
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void set_spine_object(const SpineSprite *_owner, OBJECT *_object) {
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_set_spine_object_internal(_owner, _object);
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}
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OBJECT *get_spine_object() {
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return (OBJECT *) _get_spine_object_internal();
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}
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SpineSprite *get_spine_owner() {
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return (SpineSprite *) _get_spine_owner_internal();
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}
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};
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class SpineSkeletonDataResource;
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template<typename OBJECT>
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class SpineSkeletonDataResourceOwnedObject : public SpineObjectWrapper {
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public:
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virtual void set_spine_object(const SpineSkeletonDataResource *_owner, OBJECT *_object) {
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_set_spine_object_internal(_owner, _object);
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}
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OBJECT *get_spine_object() {
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return (OBJECT *) _get_spine_object_internal();
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}
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SpineSkeletonDataResource *get_spine_owner() {
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return (SpineSkeletonDataResource *) _get_spine_owner_internal();
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}
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};
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#endif
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