mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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194 lines
6.4 KiB
C++
194 lines
6.4 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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#pragma once
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#include "SpineSkeleton.h"
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#include "SpineAnimationState.h"
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#include "scene/2d/node_2d.h"
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#include "scene/2d/mesh_instance_2d.h"
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class SpineSlotNode;
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class SpineSprite : public Node2D, public spine::AnimationStateListenerObject {
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GDCLASS(SpineSprite, Node2D)
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friend class SpineBone;
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protected:
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Ref<SpineSkeletonDataResource> skeleton_data_res;
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Ref<SpineSkeleton> skeleton;
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Ref<SpineAnimationState> animation_state;
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SpineConstant::UpdateMode update_mode;
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String preview_skin;
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String preview_animation;
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bool preview_frame;
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float preview_time;
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bool debug_bones;
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Color debug_bones_color;
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float debug_bones_thickness;
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bool debug_regions;
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Color debug_regions_color;
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bool debug_meshes;
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Color debug_meshes_color;
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bool debug_bounding_boxes;
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Color debug_bounding_boxes_color;
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bool debug_paths;
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Color debug_paths_color;
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bool debug_clipping;
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Color debug_clipping_color;
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spine::Vector<spine::Vector<SpineSlotNode *>> slot_nodes;
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Vector<MeshInstance2D *> mesh_instances;
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static Ref<CanvasItemMaterial> default_materials[4];
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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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spine::SkeletonClipping *skeleton_clipper;
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bool modified_bones;
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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 generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref);
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void remove_meshes();
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void sort_slot_nodes();
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void update_meshes(Ref<SpineSkeleton> skeleton_ref);
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void set_modified_bones() { modified_bones = true; }
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void draw();
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void draw_bone(spine::Bone *bone, const Color &color);
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void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event);
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public:
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SpineSprite();
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~SpineSprite();
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void set_skeleton_data_res(const Ref<SpineSkeletonDataResource> &_spine_skeleton_data_resource);
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Ref<SpineSkeletonDataResource> get_skeleton_data_res();
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Ref<SpineSkeleton> get_skeleton();
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Ref<SpineAnimationState> get_animation_state();
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void on_skeleton_data_changed();
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void update_skeleton(float delta);
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Transform2D get_global_bone_transform(const String &bone_name);
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void set_global_bone_transform(const String &bone_name, Transform2D transform);
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SpineConstant::UpdateMode get_update_mode();
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void set_update_mode(SpineConstant::UpdateMode v);
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Ref<SpineSkin> new_skin(const String &name);
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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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bool get_debug_bones() { return debug_bones; }
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void set_debug_bones(bool bones) { debug_bones = bones; }
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Color get_debug_bones_color() { return debug_bones_color; }
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void set_debug_bones_color(const Color &color) { debug_bones_color = color; }
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float get_debug_bones_thickness() { return debug_bones_thickness; }
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void set_debug_bones_thickness(float thickness) { debug_bones_thickness = thickness; }
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bool get_debug_regions() { return debug_regions; }
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void set_debug_regions(bool regions) { debug_regions = regions; }
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Color get_debug_regions_color() { return debug_regions_color; }
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void set_debug_regions_color(const Color &color) { debug_regions_color = color; }
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bool get_debug_meshes() { return debug_meshes; }
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void set_debug_meshes(bool meshes) { debug_meshes = meshes; }
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Color get_debug_meshes_color() { return debug_meshes_color; }
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void set_debug_meshes_color(const Color &color) { debug_meshes_color = color; }
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bool get_debug_paths() { return debug_paths; }
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void set_debug_paths(bool paths) { debug_paths = paths; }
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Color get_debug_paths_color() { return debug_paths_color; }
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void set_debug_paths_color(const Color &color) { debug_paths_color = color; }
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bool get_debug_bounding_boxes() { return debug_bounding_boxes; }
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void set_debug_bounding_boxes(bool paths) { debug_bounding_boxes = paths; }
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Color get_debug_bounding_boxes_color() { return debug_bounding_boxes_color; }
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void set_debug_bounding_boxes_color(const Color &color) { debug_bounding_boxes_color = color; }
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bool get_debug_clipping() { return debug_clipping; }
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void set_debug_clipping(bool clipping) { debug_clipping = clipping; }
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Color get_debug_clipping_color() { return debug_clipping_color; }
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void set_debug_clipping_color(const Color &color) { debug_clipping_color = color; }
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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#endif
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};
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