mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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166 lines
5.3 KiB
C++
166 lines
5.3 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef GODOT_SPINESPRITE_H
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#define GODOT_SPINESPRITE_H
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#include <scene/resources/texture.h>
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#include <scene/2d/collision_polygon_2d.h>
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#include "PackedSpineSkinResource.h"
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#include "SpineAnimationState.h"
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#include "SpineAnimationStateDataResource.h"
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#include "SpineCustomSkinResource.h"
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#include "SpineSkeleton.h"
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#include "SpineSpriteMeshInstance2D.h"
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class SpineSprite : public Node2D, public spine::AnimationStateListenerObject {
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GDCLASS(SpineSprite, Node2D);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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bool _get(const StringName &p_property, Variant &r_value) const;
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bool _set(const StringName &p_property, const Variant &p_value);
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void _validate_and_play_current_animations();
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public:
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enum ProcessMode {
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ProcessMode_Process,
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ProcessMode_Physics,
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ProcessMode_Manual
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};
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private:
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Ref<SpineAnimationStateDataResource> animation_state_data_res;
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Ref<SpineSkeleton> skeleton;
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Ref<SpineAnimationState> animation_state;
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Vector<SpineSpriteMeshInstance2D *> mesh_instances;
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Array current_animations;
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int select_track_id;
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float empty_animation_duration;
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Array bind_slot_nodes;
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bool overlap;
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Ref<SpineCustomSkinResource> skin;
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ProcessMode process_mode;
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spine::SkeletonClipping *skeleton_clipper;
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public:
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SpineSprite();
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~SpineSprite();
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void set_animation_state_data_res(const Ref<SpineAnimationStateDataResource> &a);
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Ref<SpineAnimationStateDataResource> get_animation_state_data_res();
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Ref<SpineSkeleton> get_skeleton();
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Ref<SpineAnimationState> get_animation_state();
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void gen_mesh_from_skeleton(Ref<SpineSkeleton> s);
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void remove_mesh_instances();
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void remove_redundant_mesh_instances();
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void update_mesh_from_skeleton(Ref<SpineSkeleton> s);
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void update_bind_slot_nodes();
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void update_bind_slot_node_transform(Ref<SpineBone> bone, Node2D *node2d);
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void update_bind_slot_node_draw_order(const String &slot_name, Node2D *node2d);
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Node *find_child_node_by_node(Node *node);
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virtual void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event);
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void _on_animation_data_created();
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void _on_animation_data_changed();
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void _update_all(float delta);
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// External feature functions
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Array get_current_animations();
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void set_current_animations(Array as);
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int get_select_track_id();
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void set_select_track_id(int v);
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bool get_clear_track();
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void set_clear_track(bool v);
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bool get_clear_tracks();
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void set_clear_tracks(bool v);
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float get_empty_animation_duration();
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void set_empty_animation_duration(float v);
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bool get_set_empty_animation();
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void set_set_empty_animation(bool v);
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bool get_set_empty_animations();
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void set_set_empty_animations(bool v);
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Array get_bind_slot_nodes();
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void set_bind_slot_nodes(Array v);
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void bind_slot_with_node_2d(const String &slot_name, Node2D *n);
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void unbind_slot_with_node_2d(const String &slot_name, Node2D *n);
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// bone manipulations
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Transform2D bone_get_global_transform(const String &bone_name);
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void bone_set_global_transform(const String &bone_name, Transform2D transform);
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//allow z-manipulation
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bool get_overlap();
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void set_overlap(bool v);
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void set_skin(Ref<SpineCustomSkinResource> v);
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Ref<SpineCustomSkinResource> get_skin();
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void _on_skin_property_changed();
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void update_runtime_skin();
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Ref<SpineSkin> gen_spine_skin_from_packed_resource(Ref<SpineCustomSkinResource> res);
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// current animation count
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int64_t get_current_animation_count() const;
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void set_current_animation_count(int64_t v);
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ProcessMode get_process_mode();
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void set_process_mode(ProcessMode v);
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};
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VARIANT_ENUM_CAST(SpineSprite::ProcessMode);
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#endif//GODOT_SPINESPRITE_H
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