spine-runtimes/spine-godot/spine_godot/SpineSkeletonDataResource.h
2022-07-18 10:27:42 +02:00

151 lines
3.4 KiB
C++

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