mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
240 lines
8.2 KiB
C++
240 lines
8.2 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpinePluginPrivatePCH.h"
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#define LOCTEXT_NAMESPACE "Spine"
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void UTrackEntry::SetTrackEntry(spTrackEntry* entry) {
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this->entry = entry;
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if (entry) entry->rendererObject = (void*)this;
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}
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void callback(spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event) {
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USpineSkeletonAnimationComponent* component = (USpineSkeletonAnimationComponent*)state->rendererObject;
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if (entry->rendererObject) {
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UTrackEntry* uEntry = (UTrackEntry*)entry->rendererObject;
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if (type == SP_ANIMATION_START) {
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component->AnimationStart.Broadcast(uEntry);
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uEntry->AnimationStart.Broadcast(uEntry);
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}
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else if (type == SP_ANIMATION_INTERRUPT) {
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component->AnimationInterrupt.Broadcast(uEntry);
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uEntry->AnimationInterrupt.Broadcast(uEntry);
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} else if (type == SP_ANIMATION_EVENT) {
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FSpineEvent evt;
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evt.SetEvent(event);
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component->AnimationEvent.Broadcast(uEntry, evt);
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uEntry->AnimationEvent.Broadcast(uEntry, evt);
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}
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else if (type == SP_ANIMATION_COMPLETE) {
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component->AnimationComplete.Broadcast(uEntry);
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uEntry->AnimationComplete.Broadcast(uEntry);
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}
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else if (type == SP_ANIMATION_END) {
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component->AnimationEnd.Broadcast(uEntry);
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uEntry->AnimationEnd.Broadcast(uEntry);
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}
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else if (type == SP_ANIMATION_DISPOSE) {
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component->AnimationDispose.Broadcast(uEntry);
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uEntry->AnimationDispose.Broadcast(uEntry);
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uEntry->SetTrackEntry(nullptr);
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component->GCTrackEntry(uEntry);
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}
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}
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}
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USpineSkeletonAnimationComponent::USpineSkeletonAnimationComponent () {
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PrimaryComponentTick.bCanEverTick = true;
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bTickInEditor = true;
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bAutoActivate = true;
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}
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void USpineSkeletonAnimationComponent::BeginPlay() {
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Super::BeginPlay();
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trackEntries.Empty();
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}
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void USpineSkeletonAnimationComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
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Super::Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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InternalTick(DeltaTime);
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}
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void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDelegates) {
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CheckState();
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if (state) {
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spAnimationState_update(state, DeltaTime);
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spAnimationState_apply(state, skeleton);
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if (CallDelegates) BeforeUpdateWorldTransform.Broadcast(this);
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spSkeleton_updateWorldTransform(skeleton);
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if (CallDelegates) AfterUpdateWorldTransform.Broadcast(this);
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}
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}
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void USpineSkeletonAnimationComponent::CheckState () {
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if (lastAtlas != Atlas || lastData != SkeletonData) {
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DisposeState();
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if (Atlas && SkeletonData) {
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spSkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
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if (data) {
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skeleton = spSkeleton_create(data);
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spAnimationStateData* stateData = SkeletonData->GetAnimationStateData(Atlas->GetAtlas(false));
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state = spAnimationState_create(stateData);
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state->rendererObject = (void*)this;
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state->listener = callback;
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trackEntries.Empty();
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}
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}
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lastAtlas = Atlas;
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lastData = SkeletonData;
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}
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}
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void USpineSkeletonAnimationComponent::DisposeState () {
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if (state) {
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spAnimationState_dispose(state);
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state = nullptr;
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}
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if (skeleton) {
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spSkeleton_dispose(skeleton);
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skeleton = nullptr;
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}
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trackEntries.Empty();
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}
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void USpineSkeletonAnimationComponent::FinishDestroy () {
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DisposeState();
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Super::FinishDestroy();
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}
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void USpineSkeletonAnimationComponent::SetTimeScale(float timeScale) {
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CheckState();
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if (state) state->timeScale = timeScale;
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}
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float USpineSkeletonAnimationComponent::GetTimeScale() {
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CheckState();
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if (state) return state->timeScale;
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return 1;
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}
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// we need to disable the queue when setting or adding animations, see #1037
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extern "C" {
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void _spAnimationState_disableQueue(spAnimationState* state);
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void _spAnimationState_enableQueue(spAnimationState* state);
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}
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UTrackEntry* USpineSkeletonAnimationComponent::SetAnimation (int trackIndex, FString animationName, bool loop) {
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CheckState();
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if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
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_spAnimationState_disableQueue(state);
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spTrackEntry* entry = spAnimationState_setAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0);
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_spAnimationState_enableQueue(state);
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UTrackEntry* uEntry = NewObject<UTrackEntry>();
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uEntry->SetTrackEntry(entry);
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trackEntries.Add(uEntry);
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return uEntry;
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} else return NewObject<UTrackEntry>();
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}
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UTrackEntry* USpineSkeletonAnimationComponent::AddAnimation (int trackIndex, FString animationName, bool loop, float delay) {
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CheckState();
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if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
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_spAnimationState_disableQueue(state);
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spTrackEntry* entry = spAnimationState_addAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0, delay);
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_spAnimationState_enableQueue(state);
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UTrackEntry* uEntry = NewObject<UTrackEntry>();
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uEntry->SetTrackEntry(entry);
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trackEntries.Add(uEntry);
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return uEntry;
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} else return NewObject<UTrackEntry>();
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}
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UTrackEntry* USpineSkeletonAnimationComponent::SetEmptyAnimation (int trackIndex, float mixDuration) {
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CheckState();
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if (state) {
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spTrackEntry* entry = spAnimationState_setEmptyAnimation(state, trackIndex, mixDuration);
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UTrackEntry* uEntry = NewObject<UTrackEntry>();
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uEntry->SetTrackEntry(entry);
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trackEntries.Add(uEntry);
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return uEntry;
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} else return NewObject<UTrackEntry>();
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}
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UTrackEntry* USpineSkeletonAnimationComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
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CheckState();
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if (state) {
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spTrackEntry* entry = spAnimationState_addEmptyAnimation(state, trackIndex, mixDuration, delay);
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UTrackEntry* uEntry = NewObject<UTrackEntry>();
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uEntry->SetTrackEntry(entry);
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trackEntries.Add(uEntry);
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return uEntry;
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} else return NewObject<UTrackEntry>();
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}
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UTrackEntry* USpineSkeletonAnimationComponent::GetCurrent (int trackIndex) {
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CheckState();
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if (state) {
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spTrackEntry* entry = spAnimationState_getCurrent(state, trackIndex);
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if (entry->rendererObject) {
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return (UTrackEntry*)entry->rendererObject;
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} else {
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UTrackEntry* uEntry = NewObject<UTrackEntry>();
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uEntry->SetTrackEntry(entry);
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trackEntries.Add(uEntry);
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return uEntry;
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}
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} else return NewObject<UTrackEntry>();
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}
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void USpineSkeletonAnimationComponent::ClearTracks () {
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CheckState();
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if (state) {
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spAnimationState_clearTracks(state);
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}
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}
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void USpineSkeletonAnimationComponent::ClearTrack (int trackIndex) {
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CheckState();
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if (state) {
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spAnimationState_clearTrack(state, trackIndex);
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}
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}
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#undef LOCTEXT_NAMESPACE
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