mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#pragma once
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#include "SpineCommon.h"
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#include "SpineSprite.h"
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#ifdef SPINE_GODOT_EXTENSION
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#include <godot_cpp/classes/node2d.hpp>
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#else
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#include "scene/2d/node_2d.h"
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#endif
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class SpineSlotNode : public Node2D {
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GDCLASS(SpineSlotNode, Node2D)
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protected:
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String slot_name;
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int slot_index;
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Ref<Material> normal_material;
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Ref<Material> additive_material;
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Ref<Material> multiply_material;
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Ref<Material> screen_material;
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static void _bind_methods();
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void _notification(int what);
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void _get_property_list(List<PropertyInfo> *list) const;
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bool _get(const StringName &property, Variant &value) const;
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bool _set(const StringName &property, const Variant &value);
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void on_world_transforms_changed(const Variant &_sprite);
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void update_transform(SpineSprite *sprite);
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public:
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SpineSlotNode();
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void set_slot_name(const String &_slot_name);
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String get_slot_name();
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int get_slot_index() { return slot_index; }
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Ref<Material> get_normal_material();
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void set_normal_material(Ref<Material> material);
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Ref<Material> get_additive_material();
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void set_additive_material(Ref<Material> material);
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Ref<Material> get_multiply_material();
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void set_multiply_material(Ref<Material> material);
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Ref<Material> get_screen_material();
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void set_screen_material(Ref<Material> material);
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};
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