spine-runtimes/spine-godot/spine_godot/SpineCollisionShapeProxy.h
2022-04-20 14:07:25 +02:00

88 lines
3.0 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.
*****************************************************************************/
#ifndef GODOT_SPINECOLLISIONSHAPEPROXY_H
#define GODOT_SPINECOLLISIONSHAPEPROXY_H
#include "scene/2d/collision_polygon_2d.h"
#include <spine/Slot.h>
class SpineSprite;
class SpineAnimationState;
class SpineSkeleton;
class SpineCollisionShapeProxy : public CollisionPolygon2D {
GDCLASS(SpineCollisionShapeProxy, CollisionPolygon2D)
protected:
static void _bind_methods();
NodePath sprite_path;
String slot_name;
bool sync_transform;
spine::Vector<float> scratch_vertices;
protected:
void _notification(int p_what);
void _get_property_list(List<PropertyInfo> *p_list) const;
bool _get(const StringName &p_property, Variant &r_value) const;
bool _set(const StringName &p_property, const Variant &p_value);
SpineSprite *get_spine_sprite() const;
spine::Slot *get_spine_slot(const String &slotName) const;
void update_polygon_from_spine_sprite(SpineSprite *sprite);
void clear_polygon();
void synchronize_transform(SpineSprite *sprite);
void get_slot_names(Vector<String> &slot_names) const;
public:
SpineCollisionShapeProxy();
~SpineCollisionShapeProxy();
NodePath get_spine_sprite_path();
void set_spine_sprite_path(NodePath path);
String get_slot() const;
void set_slot(const String &slotName);
bool get_sync_transform();
void set_sync_transform(bool sync_transform);
};
#endif//GODOT_SPINECOLLISIONSHAPEPROXY_H