spine-runtimes/spine-godot/godot/modules/spine_godot/SpineSkeletonDataResource.h
2022-04-04 13:41:56 +02:00

141 lines
4.4 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
#ifndef GODOT_SPINESKELETONDATARESOURCE_H
#define GODOT_SPINESKELETONDATARESOURCE_H
#include "core/variant_parser.h"
#include <spine/spine.h>
#include "SpineAtlasResource.h"
#include "SpineSkeletonJsonDataResource.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 SpineSkeletonDataResource : public Resource {
GDCLASS(SpineSkeletonDataResource, Resource);
protected:
static void _bind_methods();
private:
Ref<SpineAtlasResource> atlas_res;
Ref<SpineSkeletonJsonDataResource> skeleton_json_res;
bool valid;
bool spine_object;
spine::SkeletonData *skeleton_data;
void update_skeleton_data();
public:
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 *a, const String &json_path);
SpineSkeletonDataResource();
virtual ~SpineSkeletonDataResource();
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_json_res(const Ref<SpineSkeletonJsonDataResource> &s);
Ref<SpineSkeletonJsonDataResource> get_skeleton_json_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;
// spine api
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_sk_name();
void set_sk_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_SPINESKELETONDATARESOURCE_H