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2.9 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 "SpineCommon.h"
#include "SpineSprite.h"
#ifdef SPINE_GODOT_EXTENSION
#include <godot_cpp/classes/node2d.hpp>
#else
#include "scene/2d/node_2d.h"
#endif
class SpineSlotNode : public Node2D {
GDCLASS(SpineSlotNode, Node2D)
protected:
String slot_name;
int slot_index;
Ref<Material> normal_material;
Ref<Material> additive_material;
Ref<Material> multiply_material;
Ref<Material> screen_material;
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 on_world_transforms_changed(const Variant &_sprite);
void update_transform(SpineSprite *sprite);
public:
SpineSlotNode();
void set_slot_name(const String &_slot_name);
String get_slot_name();
int get_slot_index() { return slot_index; }
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);
};