mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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87 lines
3.4 KiB
C++
87 lines
3.4 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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#ifndef GODOT_SPINESPRITEANIMATEDIALOG_H
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#define GODOT_SPINESPRITEANIMATEDIALOG_H
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#ifdef TOOLS_ENABLED
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#include "editor/editor_node.h"
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class SpineSprite;
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class SpineSpriteAnimateDialog : public Control {
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GDCLASS(SpineSpriteAnimateDialog, Control);
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protected:
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static void _bind_methods();
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AcceptDialog *error_dialog;
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ToolButton *animate_button;
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EditorPlugin *the_plugin;
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ConfirmationDialog *animate_dialog;
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Button *animate_dialog_override_button;
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Tree *animate_dialog_tree;
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SceneTreeDialog *scene_tree_dialog;
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NodePath spine_sprite_path;
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NodePath anim_player_path;
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void add_row(const String &animation, bool loop=true, int64_t track_id=0);
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void clear_tree();
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void error(const String &text, const String &title="Error");
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void load_data_from_sprite(SpineSprite *sprite, bool &err);
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void load_data_from_anim_player(AnimationPlayer *anim_player, bool &err);
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Dictionary get_data_from_tree();
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void gen_new_animation_player(SpineSprite *sprite, bool &err);
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void gen_animations(SpineSprite *sprite, AnimationPlayer *anim_player, const Dictionary &config, float min_duration, bool &err);
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Dictionary gen_current_animation_data(const String &animation, int64_t track_id, bool loop, bool clear, bool empty, bool empty_duration, float delay);
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public:
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SpineSpriteAnimateDialog();
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~SpineSpriteAnimateDialog();
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void set_animate_button(ToolButton *b);
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inline ToolButton *get_animate_button() {return animate_button;}
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inline void set_plugin(EditorPlugin *p) {the_plugin = p;}
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void _on_animate_button_pressed();
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void _on_scene_tree_selected(NodePath path);
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void _on_scene_tree_hide();
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void _on_animate_dialog_action(const String &act);
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};
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#endif
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#endif //GODOT_SPINESPRITEANIMATEDIALOG_H
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