mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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141 lines
4.4 KiB
C++
141 lines
4.4 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_SPINESKELETONDATARESOURCE_H
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#define GODOT_SPINESKELETONDATARESOURCE_H
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#include "core/variant_parser.h"
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#include <spine/spine.h>
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#include "SpineAtlasResource.h"
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#include "SpineSkeletonJsonDataResource.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 SpineSkeletonDataResource : public Resource {
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GDCLASS(SpineSkeletonDataResource, 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<SpineSkeletonJsonDataResource> skeleton_json_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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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 *a, const String &json_path);
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SpineSkeletonDataResource();
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virtual ~SpineSkeletonDataResource();
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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_json_res(const Ref<SpineSkeletonJsonDataResource> &s);
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Ref<SpineSkeletonJsonDataResource> get_skeleton_json_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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// spine api
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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_sk_name();
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void set_sk_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_SPINESKELETONDATARESOURCE_H
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