2025-05-26 13:24:06 +02:00

168 lines
6.2 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#include "SpineSlot.h"
#include "SpineBone.h"
#include "SpineCommon.h"
#include "SpineSprite.h"
#include "SpineSkeletonDataResource.h"
void SpineSlot::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_to_setup_pose"), &SpineSlot::set_to_setup_pose);
ClassDB::bind_method(D_METHOD("get_data"), &SpineSlot::get_data);
ClassDB::bind_method(D_METHOD("get_bone"), &SpineSlot::get_bone);
ClassDB::bind_method(D_METHOD("get_color"), &SpineSlot::get_color);
ClassDB::bind_method(D_METHOD("set_color"), &SpineSlot::set_color);
ClassDB::bind_method(D_METHOD("get_dark_color"), &SpineSlot::get_dark_color);
ClassDB::bind_method(D_METHOD("set_dark_color", "v"), &SpineSlot::set_dark_color);
ClassDB::bind_method(D_METHOD("has_dark_color"), &SpineSlot::has_dark_color);
ClassDB::bind_method(D_METHOD("get_attachment"), &SpineSlot::get_attachment);
ClassDB::bind_method(D_METHOD("set_attachment", "v"), &SpineSlot::set_attachment);
ClassDB::bind_method(D_METHOD("get_attachment_state"), &SpineSlot::get_attachment_state);
ClassDB::bind_method(D_METHOD("set_attachment_state", "v"), &SpineSlot::set_attachment_state);
ClassDB::bind_method(D_METHOD("get_deform"), &SpineSlot::get_deform);
ClassDB::bind_method(D_METHOD("set_deform", "v"), &SpineSlot::set_deform);
ClassDB::bind_method(D_METHOD("get_sequence_index"), &SpineSlot::get_sequence_index);
ClassDB::bind_method(D_METHOD("set_sequence_index", "v"), &SpineSlot::set_sequence_index);
}
void SpineSlot::set_to_setup_pose() {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setToSetupPose();
}
Ref<SpineSlotData> SpineSlot::get_data() {
SPINE_CHECK(get_spine_object(), nullptr)
if (_data.is_valid()) {
return _data;
} else {
auto &slot_data = get_spine_object()->getData();
Ref<SpineSlotData> slot_data_ref(memnew(SpineSlotData));
slot_data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &slot_data);
_data = slot_data_ref;
return slot_data_ref;
}
}
Ref<SpineBone> SpineSlot::get_bone() {
SPINE_CHECK(get_spine_object(), nullptr)
if (_bone.is_valid()) {
return _bone;
} else {
auto &bone = get_spine_object()->getBone();
Ref<SpineBone> bone_ref(memnew(SpineBone));
bone_ref->set_spine_object(get_spine_owner(), &bone);
_bone = bone_ref;
return bone_ref;
}
}
Color SpineSlot::get_color() {
SPINE_CHECK(get_spine_object(), Color(0, 0, 0, 0))
auto &color = get_spine_object()->getColor();
return Color(color.r, color.g, color.b, color.a);
}
void SpineSlot::set_color(Color v) {
SPINE_CHECK(get_spine_object(), )
auto &color = get_spine_object()->getColor();
color.set(v.r, v.g, v.b, v.a);
}
Color SpineSlot::get_dark_color() {
SPINE_CHECK(get_spine_object(), Color(0, 0, 0, 0))
auto &color = get_spine_object()->getDarkColor();
return Color(color.r, color.g, color.b, color.a);
}
void SpineSlot::set_dark_color(Color v) {
SPINE_CHECK(get_spine_object(), )
auto &color = get_spine_object()->getDarkColor();
color.set(v.r, v.g, v.b, v.a);
}
bool SpineSlot::has_dark_color() {
SPINE_CHECK(get_spine_object(), false)
return get_spine_object()->hasDarkColor();
}
Ref<SpineAttachment> SpineSlot::get_attachment() {
SPINE_CHECK(get_spine_object(), nullptr)
auto attachment = get_spine_object()->getAttachment();
if (!attachment) return nullptr;
Ref<SpineAttachment> attachment_ref(memnew(SpineAttachment));
attachment_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), attachment);
return attachment_ref;
}
void SpineSlot::set_attachment(Ref<SpineAttachment> v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setAttachment(v.is_valid() && v->get_spine_object() ? v->get_spine_object() : nullptr);
}
int SpineSlot::get_attachment_state() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getAttachmentState();
}
void SpineSlot::set_attachment_state(int v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setAttachmentState(v);
}
Array SpineSlot::get_deform() {
Array result;
SPINE_CHECK(get_spine_object(), result)
auto &deform = get_spine_object()->getDeform();
result.resize((int) deform.size());
for (int i = 0; i < (int) deform.size(); ++i) {
result[i] = deform[i];
}
return result;
}
void SpineSlot::set_deform(Array v) {
SPINE_CHECK(get_spine_object(), )
auto &deform = get_spine_object()->getDeform();
deform.setSize(v.size(), 0);
for (int i = 0; i < v.size(); ++i) {
deform[i] = v[i];
}
}
int SpineSlot::get_sequence_index() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getAttachmentState();
}
void SpineSlot::set_sequence_index(int v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setAttachmentState(v);
}