2022-05-01 07:12:52 +02:00

126 lines
4.3 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.
*****************************************************************************/
#pragma once
#include "SpineSkeleton.h"
#include "SpineAnimationState.h"
#include "scene/2d/node_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/resources/texture.h"
class SpineSlotNode;
class SpineSprite : public Node2D, public spine::AnimationStateListenerObject {
GDCLASS(SpineSprite, Node2D)
friend class SpineBone;
protected:
Ref<SpineSkeletonDataResource> skeleton_data_res;
Ref<SpineSkeleton> skeleton;
Ref<SpineAnimationState> animation_state;
SpineConstant::UpdateMode update_mode;
String preview_animation;
bool preview_frame;
float preview_time;
spine::Vector<spine::Vector<SpineSlotNode*> > slot_nodes;
Vector<MeshInstance2D *> mesh_instances;
static Ref<CanvasItemMaterial> default_materials[4];
Ref<Material> normal_material;
Ref<Material> additive_material;
Ref<Material> multiply_material;
Ref<Material> screen_material;
spine::SkeletonClipping *skeleton_clipper;
bool modified_bones;
static void _bind_methods();
void _notification(int what);
void _get_property_list(List<PropertyInfo> *list) const;
bool _get(const StringName &property, Variant &value) const;
bool _set(const StringName &property, const Variant &value);
void generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref);
void remove_meshes();
void sort_slot_nodes();
void update_meshes(Ref<SpineSkeleton> skeleton_ref);
void set_modified_bones() { modified_bones = true; }
void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event);
public:
SpineSprite();
~SpineSprite();
void set_skeleton_data_res(const Ref<SpineSkeletonDataResource> &_spine_skeleton_data_resource);
Ref<SpineSkeletonDataResource> get_skeleton_data_res();
Ref<SpineSkeleton> get_skeleton();
Ref<SpineAnimationState> get_animation_state();
void on_skeleton_data_changed();
void update_skeleton(float delta);
Transform2D get_global_bone_transform(const String &bone_name);
void set_global_bone_transform(const String &bone_name, Transform2D transform);
SpineConstant::UpdateMode get_update_mode();
void set_update_mode(SpineConstant::UpdateMode v);
Ref<SpineSkin> new_skin(const String &name);
Ref<Material> get_normal_material();
void set_normal_material(Ref<Material> material);
Ref<Material> get_additive_material();
void set_additive_material(Ref<Material> material);
Ref<Material> get_multiply_material();
void set_multiply_material(Ref<Material> material);
Ref<Material> get_screen_material();
void set_screen_material(Ref<Material> material);
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
#endif
};