2024-04-04 15:26:48 +02:00

161 lines
4.5 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 "SpineCommon.h"
#include "SpineSkeletonDataResource.h"
#include "SpineBone.h"
#include "SpineSlot.h"
#include "SpineIkConstraint.h"
#include "SpineTransformConstraint.h"
#include "SpinePathConstraint.h"
#include "SpinePhysicsConstraint.h"
#include <unordered_map>
class SpineSprite;
class SpineSkeleton : public REFCOUNTED {
GDCLASS(SpineSkeleton, REFCOUNTED);
friend class SpineBone;
friend class SpineSlot;
friend class SpineTimeline;
friend class SpineSprite;
friend class SpineAnimation;
friend class SpineAnimationState;
friend class SpineAnimationTrack;
friend class SpineBoneNode;
friend class SpineSlotNode;
protected:
static void _bind_methods();
void set_spine_sprite(SpineSprite *_sprite);
spine::Skeleton *get_spine_object() { return skeleton; }
SpineSprite *get_spine_owner() { return sprite; }
Ref<SpineSkeletonDataResource> get_skeleton_data_res() const;
private:
spine::Skeleton *skeleton;
SpineSprite *sprite;
spine::Vector<float> bounds_vertex_buffer;
Ref<SpineSkin> last_skin;
std::unordered_map<spine::Bone *, Ref<SpineBone>> _cached_bones;
std::unordered_map<spine::Slot *, Ref<SpineSlot>> _cached_slots;
public:
SpineSkeleton();
~SpineSkeleton() override;
void update_world_transform(SpineConstant::Physics physics);
void set_to_setup_pose();
void set_bones_to_setup_pose();
void set_slots_to_setup_pose();
Ref<SpineBone> find_bone(const String &name);
Ref<SpineSlot> find_slot(const String &name);
void set_skin_by_name(const String &skin_name);
void set_skin(Ref<SpineSkin> new_skin);
Ref<SpineAttachment> get_attachment_by_slot_name(const String &slot_name, const String &attachment_name);
Ref<SpineAttachment> get_attachment_by_slot_index(int slot_index, const String &attachment_name);
void set_attachment(const String &slot_name, const String &attachment_name);
Ref<SpineIkConstraint> find_ik_constraint(const String &constraint_name);
Ref<SpineTransformConstraint> find_transform_constraint(const String &constraint_name);
Ref<SpinePathConstraint> find_path_constraint(const String &constraint_name);
Ref<SpinePhysicsConstraint> find_physics_constraint(const String &constraint_name);
Rect2 get_bounds();
Ref<SpineBone> get_root_bone();
Array get_bones();
Array get_slots();
Array get_draw_order();
Array get_ik_constraints();
Array get_transform_constraints();
Array get_path_constraints();
Array get_physics_constraints();
Ref<SpineSkin> get_skin();
Color get_color();
void set_color(Color v);
void set_position(Vector2 position);
float get_x();
void set_x(float v);
float get_y();
void set_y(float v);
float get_scale_x();
void set_scale_x(float v);
float get_scale_y();
void set_scale_y(float v);
float get_time();
void set_time(float time);
void update(float delta);
void physics_translate(float x, float y);
void physics_rotate(float x, float y, float degrees);
};