mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
168 lines
6.2 KiB
C++
168 lines
6.2 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpineSlot.h"
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#include "SpineBone.h"
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#include "SpineCommon.h"
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#include "SpineSprite.h"
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#include "SpineSkeletonDataResource.h"
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void SpineSlot::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_to_setup_pose"), &SpineSlot::set_to_setup_pose);
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ClassDB::bind_method(D_METHOD("get_data"), &SpineSlot::get_data);
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ClassDB::bind_method(D_METHOD("get_bone"), &SpineSlot::get_bone);
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ClassDB::bind_method(D_METHOD("get_color"), &SpineSlot::get_color);
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ClassDB::bind_method(D_METHOD("set_color"), &SpineSlot::set_color);
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ClassDB::bind_method(D_METHOD("get_dark_color"), &SpineSlot::get_dark_color);
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ClassDB::bind_method(D_METHOD("set_dark_color", "v"), &SpineSlot::set_dark_color);
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ClassDB::bind_method(D_METHOD("has_dark_color"), &SpineSlot::has_dark_color);
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ClassDB::bind_method(D_METHOD("get_attachment"), &SpineSlot::get_attachment);
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ClassDB::bind_method(D_METHOD("set_attachment", "v"), &SpineSlot::set_attachment);
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ClassDB::bind_method(D_METHOD("get_attachment_state"), &SpineSlot::get_attachment_state);
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ClassDB::bind_method(D_METHOD("set_attachment_state", "v"), &SpineSlot::set_attachment_state);
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ClassDB::bind_method(D_METHOD("get_deform"), &SpineSlot::get_deform);
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ClassDB::bind_method(D_METHOD("set_deform", "v"), &SpineSlot::set_deform);
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ClassDB::bind_method(D_METHOD("get_sequence_index"), &SpineSlot::get_sequence_index);
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ClassDB::bind_method(D_METHOD("set_sequence_index", "v"), &SpineSlot::set_sequence_index);
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}
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void SpineSlot::set_to_setup_pose() {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setToSetupPose();
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}
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Ref<SpineSlotData> SpineSlot::get_data() {
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SPINE_CHECK(get_spine_object(), nullptr)
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if (_data.is_valid()) {
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return _data;
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} else {
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auto &slot_data = get_spine_object()->getData();
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Ref<SpineSlotData> slot_data_ref(memnew(SpineSlotData));
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slot_data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &slot_data);
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_data = slot_data_ref;
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return slot_data_ref;
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}
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}
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Ref<SpineBone> SpineSlot::get_bone() {
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SPINE_CHECK(get_spine_object(), nullptr)
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if (_bone.is_valid()) {
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return _bone;
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} else {
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auto &bone = get_spine_object()->getBone();
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Ref<SpineBone> bone_ref(memnew(SpineBone));
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bone_ref->set_spine_object(get_spine_owner(), &bone);
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_bone = bone_ref;
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return bone_ref;
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}
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}
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Color SpineSlot::get_color() {
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SPINE_CHECK(get_spine_object(), Color(0, 0, 0, 0))
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auto &color = get_spine_object()->getColor();
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return Color(color.r, color.g, color.b, color.a);
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}
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void SpineSlot::set_color(Color v) {
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SPINE_CHECK(get_spine_object(), )
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auto &color = get_spine_object()->getColor();
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color.set(v.r, v.g, v.b, v.a);
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}
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Color SpineSlot::get_dark_color() {
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SPINE_CHECK(get_spine_object(), Color(0, 0, 0, 0))
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auto &color = get_spine_object()->getDarkColor();
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return Color(color.r, color.g, color.b, color.a);
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}
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void SpineSlot::set_dark_color(Color v) {
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SPINE_CHECK(get_spine_object(), )
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auto &color = get_spine_object()->getDarkColor();
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color.set(v.r, v.g, v.b, v.a);
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}
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bool SpineSlot::has_dark_color() {
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SPINE_CHECK(get_spine_object(), false)
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return get_spine_object()->hasDarkColor();
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}
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Ref<SpineAttachment> SpineSlot::get_attachment() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto attachment = get_spine_object()->getAttachment();
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if (!attachment) return nullptr;
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Ref<SpineAttachment> attachment_ref(memnew(SpineAttachment));
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attachment_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), attachment);
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return attachment_ref;
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}
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void SpineSlot::set_attachment(Ref<SpineAttachment> v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setAttachment(v.is_valid() && v->get_spine_object() ? v->get_spine_object() : nullptr);
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}
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int SpineSlot::get_attachment_state() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getAttachmentState();
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}
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void SpineSlot::set_attachment_state(int v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setAttachmentState(v);
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}
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Array SpineSlot::get_deform() {
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Array result;
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SPINE_CHECK(get_spine_object(), result)
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auto &deform = get_spine_object()->getDeform();
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result.resize((int) deform.size());
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for (int i = 0; i < (int) deform.size(); ++i) {
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result[i] = deform[i];
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}
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return result;
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}
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void SpineSlot::set_deform(Array v) {
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SPINE_CHECK(get_spine_object(), )
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auto &deform = get_spine_object()->getDeform();
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deform.setSize(v.size(), 0);
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for (int i = 0; i < v.size(); ++i) {
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deform[i] = v[i];
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}
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}
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int SpineSlot::get_sequence_index() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getAttachmentState();
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}
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void SpineSlot::set_sequence_index(int v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setAttachmentState(v);
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}
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