260 lines
9.9 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#pragma once
#include "Runtime/UMG/Public/UMG.h"
#include "Runtime/UMG/Public/UMGStyle.h"
#include "SpineSkeletonDataAsset.h"
#include "spine/spine.h"
#include "SpineWidget.generated.h"
class SSpineWidget;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineWidgetBeforeUpdateWorldTransformDelegate, USpineWidget*, skeleton);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineWidgetAfterUpdateWorldTransformDelegate, USpineWidget*, skeleton);
UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineWidget: public UWidget {
GENERATED_UCLASS_BODY()
public:
virtual void ReleaseSlateResources(bool bReleaseChildren) override;
virtual void SynchronizeProperties() override;
#if WITH_EDITOR
virtual const FText GetPaletteCategory() override;
#endif
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
float Scale = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
USpineAtlasAsset* Atlas;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
USpineSkeletonDataAsset* SkeletonData;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* NormalBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* AdditiveBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* MultiplyBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* ScreenBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
FName TextureParameterName;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
float DepthOffset = 0.1f;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
FLinearColor Color = FLinearColor(1, 1, 1, 1);
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
FSlateBrush Brush;
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetSkins(TArray<FString> &Skins);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetSkin(const FString SkinName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetSkins(UPARAM(ref) TArray<FString> &SkinNames);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasSkin(const FString SkinName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetAttachment(const FString slotName, const FString attachmentName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void UpdateWorldTransform();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetBonesToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetSlotsToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetScaleX(float scaleX);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
float GetScaleX();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetScaleY(float scaleY);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
float GetScaleY();
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetBones(TArray<FString> &Bones);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasBone(const FString BoneName);
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetSlots(TArray<FString> &Slots);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasSlot(const FString SlotName);
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetAnimations(TArray<FString> &Animations);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasAnimation(FString AnimationName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
float GetAnimationDuration(FString AnimationName);
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineWidgetBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineWidgetAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
/* Manages if this skeleton should update automatically or is paused. */
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
void SetAutoPlay(bool bInAutoPlays);
/* Directly set the time of the current animation, will clamp to animation range. */
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
void SetPlaybackTime(float InPlaybackTime, bool bCallDelegates = true);
// Blueprint functions
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
void SetTimeScale(float timeScale);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
float GetTimeScale();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
UTrackEntry* SetAnimation(int trackIndex, FString animationName, bool loop);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
UTrackEntry* AddAnimation(int trackIndex, FString animationName, bool loop, float delay);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
UTrackEntry* SetEmptyAnimation(int trackIndex, float mixDuration);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
UTrackEntry* AddEmptyAnimation(int trackIndex, float mixDuration, float delay);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
UTrackEntry* GetCurrent(int trackIndex);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
void ClearTracks();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
void ClearTrack(int trackIndex);
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
FSpineAnimationStartDelegate AnimationStart;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
FSpineAnimationInterruptDelegate AnimationInterrupt;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
FSpineAnimationEventDelegate AnimationEvent;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
FSpineAnimationCompleteDelegate AnimationComplete;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
FSpineAnimationEndDelegate AnimationEnd;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
FSpineAnimationDisposeDelegate AnimationDispose;
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
void Tick(float DeltaTime, bool CallDelegates = true);
virtual void FinishDestroy() override;
// used in C event callback. Needs to be public as we can't call
// protected methods from plain old C function.
void GCTrackEntry(UTrackEntry* entry) { trackEntries.Remove(entry); }
protected:
friend class SSpineWidget;
virtual TSharedRef<SWidget> RebuildWidget() override;
virtual void CheckState();
virtual void DisposeState();
TSharedPtr<SSpineWidget> slateWidget;
spine::Skeleton* skeleton;
spine::AnimationState* state;
USpineAtlasAsset* lastAtlas = nullptr;
spine::Atlas* lastSpineAtlas = nullptr;
USpineSkeletonDataAsset* lastData = nullptr;
spine::Skin* customSkin = nullptr;
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
spine::Vector<float> worldVertices;
spine::SkeletonClipping clipper;
// keep track of track entries so they won't get GCed while
// in transit within a blueprint
UPROPERTY()
TSet<UTrackEntry*> trackEntries;
private:
/* If the animation should update automatically. */
UPROPERTY()
bool bAutoPlaying;
};