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