spine-runtimes/spine-godot/spine_godot/SpineSkeletonDataResource.h

114 lines
2.8 KiB
C++

#ifndef GODOT_SPINESKELETONDATARESOURCE_H
#define GODOT_SPINESKELETONDATARESOURCE_H
#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 SpineSkeletonDataResource : public Resource {
GDCLASS(SpineSkeletonDataResource, Resource);
protected:
static void _bind_methods();
private:
Ref<SpineAtlasResource> atlas_res;
Ref<SpineSkeletonFileResource> skeleton_file_res;
spine::SkeletonData *skeleton_data;
spine::AnimationStateData *animation_state_data;
void update_skeleton_data();
void load_res(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();
inline spine::SkeletonData *get_skeleton_data() const { return skeleton_data; }
inline 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_property_list(List<PropertyInfo> *p_list) const;
// 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;
};
#endif //GODOT_SPINESKELETONDATARESOURCE_H