mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
180 lines
5.0 KiB
C++
180 lines
5.0 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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#pragma once
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#include "SpineAtlasResource.h"
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#include "SpineSkeletonFileResource.h"
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#include "SpineAnimation.h"
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#include "SpineBoneData.h"
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#include "SpineSlotData.h"
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#include "SpineSkin.h"
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#include "SpineIkConstraintData.h"
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#include "SpineTransformConstraintData.h"
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#include "SpinePathConstraintData.h"
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#include "SpineEventData.h"
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class SpineAnimationMix : public Resource {
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GDCLASS(SpineAnimationMix, Resource)
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protected:
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static void _bind_methods();
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String from;
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String to;
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float mix;
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public:
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SpineAnimationMix();
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void set_from(const String &from);
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String get_from();
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void set_to(const String &to);
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String get_to();
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void set_mix(float mix);
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float get_mix();
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};
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class SpineSkeletonDataResource : public Resource {
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GDCLASS(SpineSkeletonDataResource, Resource)
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protected:
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static void _bind_methods();
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private:
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Ref<SpineAtlasResource> atlas_res;
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Ref<SpineSkeletonFileResource> skeleton_file_res;
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float default_mix;
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Array animation_mixes;
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spine::SkeletonData *skeleton_data;
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spine::AnimationStateData *animation_state_data;
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void update_skeleton_data();
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void load_resources(spine::Atlas *atlas, const String &json, const Vector<uint8_t> &binary);
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public:
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SpineSkeletonDataResource();
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virtual ~SpineSkeletonDataResource();
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bool is_skeleton_data_loaded() const;
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void set_atlas_res(const Ref<SpineAtlasResource> &atlas);
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Ref<SpineAtlasResource> get_atlas_res();
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void set_skeleton_file_res(const Ref<SpineSkeletonFileResource> &skeleton_file);
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Ref<SpineSkeletonFileResource> get_skeleton_file_res();
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spine::SkeletonData *get_skeleton_data() const { return skeleton_data; }
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spine::AnimationStateData *get_animation_state_data() const { return animation_state_data; }
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void get_animation_names(Vector<String> &animation_names) const;
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void get_skin_names(Vector<String> &l) const;
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void get_slot_names(Vector<String> &slot_names);
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void get_bone_names(Vector<String> &bone_names);
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void set_default_mix(float default_mix);
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float get_default_mix();
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void set_animation_mixes(Array animation_mixes);
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Array get_animation_mixes();
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// Used by SpineEditorPropertyAnimationMix(es) to update the underlying AnimationState
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void update_mixes();
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// Spine API
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Ref<SpineBoneData> find_bone(const String &bone_name) const;
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Ref<SpineSlotData> find_slot(const String &slot_name) const;
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Ref<SpineSkin> find_skin(const String &skin_name) const;
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Ref<SpineEventData> find_event(const String &event_data_name) const;
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Ref<SpineAnimation> find_animation(const String &animation_name) const;
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Ref<SpineIkConstraintData> find_ik_constraint(const String &constraint_name) const;
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Ref<SpineTransformConstraintData> find_transform_constraint(const String &constraint_name) const;
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Ref<SpinePathConstraintData> find_path_constraint(const String &constraint_name) const;
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String get_skeleton_name() const;
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Array get_bones() const;
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Array get_slots() const;
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Array get_skins() const;
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Ref<SpineSkin> get_default_skin() const;
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void set_default_skin(Ref<SpineSkin> skin);
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Array get_events() const;
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Array get_animations() const;
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Array get_ik_constraints() const;
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Array get_transform_constraints() const;
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Array get_path_constraints() const;
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float get_x() const;
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float get_y() const;
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float get_width() const;
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float get_height() const;
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String get_version() const;
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String get_hash() const;
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String get_images_path() const;
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String get_audio_path() const;
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float get_fps() const;
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};
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