spine-runtimes/spine-godot/godot/modules/spine_godot/SpineNewSkeletonDataResource.h

108 lines
2.7 KiB
C++

#ifndef GODOT_SPINENEWSKELETONDATARESOURCE_H
#define GODOT_SPINENEWSKELETONDATARESOURCE_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 SpineNewSkeletonDataResource : public Resource {
GDCLASS(SpineNewSkeletonDataResource, Resource);
protected:
static void _bind_methods();
private:
Ref<SpineAtlasResource> atlas_res;
Ref<SpineSkeletonFileResource> skeleton_file_res;
bool valid;
bool spine_object;
spine::SkeletonData *skeleton_data;
void update_skeleton_data();
public:
SpineNewSkeletonDataResource();
virtual ~SpineNewSkeletonDataResource();
inline void set_spine_object(spine::SkeletonData *s) {
skeleton_data = s;
if (s)
spine_object = true;
}
inline spine::SkeletonData *get_spine_object() {
return skeleton_data;
}
void load_res(spine::Atlas *atlas, const String &json, const Vector<uint8_t> &binary);
void _get_property_list(List<PropertyInfo> *p_list) const;
void set_atlas_res(const Ref<SpineAtlasResource> &a);
Ref<SpineAtlasResource> get_atlas_res();
void set_skeleton_file_res(const Ref<SpineSkeletonFileResource> &s);
Ref<SpineSkeletonFileResource> get_skeleton_file_res();
inline spine::SkeletonData *get_skeleton_data() { return skeleton_data; }
bool is_skeleton_data_loaded() const;
void get_animation_names(Vector<String> &l) const;
void get_skin_names(Vector<String> &l) const;
Ref<SpineBoneData> find_bone(const String &bone_name);
Ref<SpineSlotData> find_slot(const String &slot_name);
Ref<SpineSkin> find_skin(const String &skin_name);
Ref<SpineEventData> find_event(const String &event_data_name);
Ref<SpineAnimation> find_animation(const String &animation_name);
Ref<SpineIkConstraintData> find_ik_constraint(const String &constraint_name);
Ref<SpineTransformConstraintData> find_transform_constraint(const String &constraint_name);
Ref<SpinePathConstraintData> find_path_constraint(const String &constraint_name);
Array get_bones();
Array get_slots();
Array get_skins() const;
Ref<SpineSkin> get_default_skin();
void set_default_skin(Ref<SpineSkin> v);
Array get_events();
Array get_animations();
Array get_ik_constraints();
Array get_transform_constraints();
Array get_path_constraints();
String get_skeleton_name();
void set_skeleton_name(const String &v);
float get_x();
void set_x(float v);
float get_y();
void set_y(float v);
float get_width();
float get_height();
String get_version();
float get_fps();
void set_fps(float v);
};
#endif //GODOT_SPINENEWSKELETONDATARESOURCE_H