mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
172 lines
7.6 KiB
C++
172 lines
7.6 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.
|
|
*****************************************************************************/
|
|
|
|
#include "SpineAnimationState.h"
|
|
#include "SpineTrackEntry.h"
|
|
|
|
void SpineAnimationState::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("update", "delta"), &SpineAnimationState::update, DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("apply", "skeleton"), &SpineAnimationState::apply);
|
|
ClassDB::bind_method(D_METHOD("clear_tracks"), &SpineAnimationState::clear_tracks);
|
|
ClassDB::bind_method(D_METHOD("clear_track"), &SpineAnimationState::clear_track);
|
|
ClassDB::bind_method(D_METHOD("get_num_tracks"), &SpineAnimationState::get_num_tracks);
|
|
ClassDB::bind_method(D_METHOD("set_animation", "animation_name", "loop", "track_id"), &SpineAnimationState::set_animation, DEFVAL(true), DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("add_animation", "animation_name", "delay", "loop", "track_id"), &SpineAnimationState::add_animation, DEFVAL(0), DEFVAL(true), DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("set_empty_animation", "track_id", "mix_duration"), &SpineAnimationState::set_empty_animation);
|
|
ClassDB::bind_method(D_METHOD("add_empty_animation", "track_id", "mix_duration", "delay"), &SpineAnimationState::add_empty_animation);
|
|
ClassDB::bind_method(D_METHOD("set_empty_animations", "mix_duration"), &SpineAnimationState::set_empty_animations);
|
|
ClassDB::bind_method(D_METHOD("get_current", "track_id"), &SpineAnimationState::get_current);
|
|
ClassDB::bind_method(D_METHOD("get_time_scale"), &SpineAnimationState::get_time_scale);
|
|
ClassDB::bind_method(D_METHOD("set_time_scale", "time_scale"), &SpineAnimationState::set_time_scale);
|
|
ClassDB::bind_method(D_METHOD("disable_queue"), &SpineAnimationState::disable_queue);
|
|
ClassDB::bind_method(D_METHOD("enable_queue"), &SpineAnimationState::enable_queue);
|
|
}
|
|
|
|
SpineAnimationState::SpineAnimationState() : animation_state(nullptr), sprite(nullptr) {
|
|
}
|
|
|
|
SpineAnimationState::~SpineAnimationState() {
|
|
delete animation_state;
|
|
}
|
|
|
|
void SpineAnimationState::set_spine_sprite(SpineSprite *_sprite) {
|
|
delete animation_state;
|
|
animation_state = nullptr;
|
|
sprite = _sprite;
|
|
if (!sprite || !sprite->get_skeleton_data_res().is_valid() || !sprite->get_skeleton_data_res()->is_skeleton_data_loaded()) return;
|
|
animation_state = new spine::AnimationState(sprite->get_skeleton_data_res()->get_animation_state_data());
|
|
}
|
|
|
|
void SpineAnimationState::update(float delta) {
|
|
SPINE_CHECK(animation_state, )
|
|
animation_state->update(delta);
|
|
}
|
|
|
|
bool SpineAnimationState::apply(Ref<SpineSkeleton> skeleton) {
|
|
SPINE_CHECK(animation_state, false)
|
|
if (!skeleton->get_spine_object()) return false;
|
|
return animation_state->apply(*(skeleton->get_spine_object()));
|
|
}
|
|
|
|
void SpineAnimationState::clear_tracks() {
|
|
SPINE_CHECK(animation_state, )
|
|
animation_state->clearTracks();
|
|
}
|
|
|
|
void SpineAnimationState::clear_track(int track_id) {
|
|
SPINE_CHECK(animation_state, )
|
|
animation_state->clearTrack(track_id);
|
|
}
|
|
|
|
int SpineAnimationState::get_num_tracks() {
|
|
SPINE_CHECK(animation_state, 0)
|
|
int highest_index = -1;
|
|
for (int i = 0; i < animation_state->getTracks().size(); i++) {
|
|
if (animation_state->getTracks()[i]) highest_index = i;
|
|
}
|
|
return highest_index + 1;
|
|
}
|
|
|
|
|
|
Ref<SpineTrackEntry> SpineAnimationState::set_animation(const String &animation_name, bool loop, int track) {
|
|
SPINE_CHECK(animation_state, nullptr)
|
|
auto skeleton_data = animation_state->getData()->getSkeletonData();
|
|
auto animation = skeleton_data->findAnimation(animation_name.utf8().ptr());
|
|
if (!animation) {
|
|
ERR_PRINT(String("Can not find animation: ") + animation_name);
|
|
return nullptr;
|
|
}
|
|
auto track_entry = animation_state->setAnimation(track, animation, loop);
|
|
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
|
|
track_entry_ref->set_spine_object(sprite, track_entry);
|
|
return track_entry_ref;
|
|
}
|
|
|
|
Ref<SpineTrackEntry> SpineAnimationState::add_animation(const String &animation_name, float delay, bool loop, int track) {
|
|
SPINE_CHECK(animation_state, nullptr)
|
|
auto skeleton_data = animation_state->getData()->getSkeletonData();
|
|
auto animation = skeleton_data->findAnimation(animation_name.utf8().ptr());
|
|
if (!animation) {
|
|
ERR_PRINT(String("Can not find animation: ") + animation_name);
|
|
return nullptr;
|
|
}
|
|
auto track_entry = animation_state->addAnimation(track, animation, loop, delay);
|
|
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
|
|
track_entry_ref->set_spine_object(sprite, track_entry);
|
|
return track_entry_ref;
|
|
}
|
|
|
|
Ref<SpineTrackEntry> SpineAnimationState::set_empty_animation(int track_id, float mix_duration) {
|
|
SPINE_CHECK(animation_state, nullptr)
|
|
auto track_entry = animation_state->setEmptyAnimation(track_id, mix_duration);
|
|
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
|
|
track_entry_ref->set_spine_object(sprite, track_entry);
|
|
return track_entry_ref;
|
|
}
|
|
Ref<SpineTrackEntry> SpineAnimationState::add_empty_animation(int track_id, float mix_duration, float delay) {
|
|
SPINE_CHECK(animation_state, nullptr)
|
|
auto track_entry = animation_state->addEmptyAnimation(track_id, mix_duration, delay);
|
|
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
|
|
track_entry_ref->set_spine_object(sprite, track_entry);
|
|
return track_entry_ref;
|
|
}
|
|
void SpineAnimationState::set_empty_animations(float mix_duration) {
|
|
SPINE_CHECK(animation_state, )
|
|
animation_state->setEmptyAnimations(mix_duration);
|
|
}
|
|
|
|
Ref<SpineTrackEntry> SpineAnimationState::get_current(int track_index) {
|
|
SPINE_CHECK(animation_state, nullptr)
|
|
auto track_entry = animation_state->getCurrent(track_index);
|
|
if (!track_entry) return nullptr;
|
|
Ref<SpineTrackEntry> track_entry_ref(memnew(SpineTrackEntry));
|
|
track_entry_ref->set_spine_object(sprite, track_entry);
|
|
return track_entry_ref;
|
|
}
|
|
|
|
float SpineAnimationState::get_time_scale() {
|
|
SPINE_CHECK(animation_state, 0)
|
|
return animation_state->getTimeScale();
|
|
}
|
|
|
|
void SpineAnimationState::set_time_scale(float time_scale) {
|
|
SPINE_CHECK(animation_state, )
|
|
animation_state->setTimeScale(time_scale);
|
|
}
|
|
|
|
void SpineAnimationState::disable_queue() {
|
|
SPINE_CHECK(animation_state, )
|
|
animation_state->disableQueue();
|
|
}
|
|
|
|
void SpineAnimationState::enable_queue() {
|
|
SPINE_CHECK(animation_state, )
|
|
animation_state->enableQueue();
|
|
}
|