109 lines
3.5 KiB
C++

#include "SpineSlotNode.h"
#include "editor/editor_node.h"
#include "scene/main/viewport.h"
void SpineSlotNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_slot_name"), &SpineSlotNode::set_slot_name);
ClassDB::bind_method(D_METHOD("get_slot_name"), &SpineSlotNode::get_slot_name);
ClassDB::bind_method(D_METHOD("_on_world_transforms_changed", "spine_sprite"), &SpineSlotNode::on_world_transforms_changed);
}
SpineSlotNode::SpineSlotNode(): slot_index(-1), sprite(nullptr) {
}
void SpineSlotNode::_notification(int what) {
switch(what) {
case NOTIFICATION_PARENTED: {
sprite = Object::cast_to<SpineSprite>(get_parent());
if (sprite) {
sprite->connect("world_transforms_changed", this, "_on_world_transforms_changed");
update_transform(sprite);
_change_notify("transform/translation");
_change_notify("transform/rotation");
_change_notify("transform/scale");
_change_notify("translation");
_change_notify("rotation");
_change_notify("rotation_deg");
_change_notify("scale");
} else {
WARN_PRINT("SpineSlotNode parent is not a SpineSprite.");
}
NOTIFY_PROPERTY_LIST_CHANGED();
break;
}
case NOTIFICATION_UNPARENTED: {
if (sprite) {
sprite->disconnect("world_transforms_changed", this, "_on_world_transforms_changed");
}
}
default:
break;
}
}
void SpineSlotNode::_get_property_list(List<PropertyInfo>* list) const {
Vector<String> slot_names;
if (sprite) sprite->get_skeleton_data_res()->get_slot_names(slot_names);
else slot_names.push_back(slot_name);
PropertyInfo slot_name_property;
slot_name_property.name = "slot_name";
slot_name_property.type = Variant::STRING;
slot_name_property.hint_string = String(",").join(slot_names);
slot_name_property.hint = PROPERTY_HINT_ENUM;
slot_name_property.usage = PROPERTY_USAGE_DEFAULT;
list->push_back(slot_name_property);
}
bool SpineSlotNode::_get(const StringName& property, Variant& value) const {
if (property == "slot_name") {
value = slot_name;
return true;
}
return false;
}
bool SpineSlotNode::_set(const StringName& property, const Variant& value) {
if (property == "slot_name") {
slot_name = value;
update_transform(sprite);
_change_notify("transform/translation");
_change_notify("transform/rotation");
_change_notify("transform/scale");
_change_notify("translation");
_change_notify("rotation");
_change_notify("rotation_deg");
_change_notify("scale");
return true;
}
return false;
}
void SpineSlotNode::on_world_transforms_changed(const Variant& _sprite) {
SpineSprite* sprite = Object::cast_to<SpineSprite>(_sprite.operator Object*());
update_transform(sprite);
}
void SpineSlotNode::update_transform(SpineSprite *sprite) {
if (!sprite) return;
auto slot = sprite->get_skeleton()->find_slot(slot_name);
if (!slot.is_valid()) {
slot_index = -1;
return;
} else {
slot_index = slot->get_data()->get_index();
}
auto bone = slot->get_bone();
if (!bone.is_valid()) return;
if (!is_visible_in_tree()) return;
this->set_global_transform(bone->get_global_transform());
}
void SpineSlotNode::set_slot_name(const String& _slot_name) {
slot_name = _slot_name;
}
String SpineSlotNode::get_slot_name() {
return slot_name;
}