mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
224 lines
7.8 KiB
Lua
224 lines
7.8 KiB
Lua
------------------------------------------------------------------------------
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-- Spine Runtime Software License - Version 1.0
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--
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- Redistribution and use in source and binary forms in whole or in part, with
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-- or without modification, are permitted provided that the following conditions
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-- are met:
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--
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-- 1. A Spine Essential, Professional, Enterprise, or Education License must
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-- be purchased from Esoteric Software and the license must remain valid:
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-- http://esotericsoftware.com/
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-- 2. Redistributions of source code must retain this license, which is the
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-- above copyright notice, this declaration of conditions and the following
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-- disclaimer.
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-- 3. Redistributions in binary form must reproduce this license, which is the
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-- above copyright notice, this declaration of conditions and the following
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-- disclaimer, in the documentation and/or other materials provided with the
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-- distribution.
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--
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-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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-- ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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-- ANY 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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-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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------------------------------------------------------------------------------
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spine = {}
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spine.utils = require "spine-lua.utils"
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spine.SkeletonJson = require "spine-lua.SkeletonJson"
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spine.SkeletonData = require "spine-lua.SkeletonData"
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spine.BoneData = require "spine-lua.BoneData"
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spine.SlotData = require "spine-lua.SlotData"
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spine.Skin = require "spine-lua.Skin"
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spine.RegionAttachment = require "spine-lua.RegionAttachment"
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spine.Skeleton = require "spine-lua.Skeleton"
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spine.Bone = require "spine-lua.Bone"
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spine.Slot = require "spine-lua.Slot"
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spine.AttachmentType = require "spine-lua.AttachmentType"
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spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.EventData = require "spine-lua.EventData"
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spine.Event = require "spine-lua.Event"
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spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
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spine.utils.readFile = function (fileName, base)
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local path = fileName
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if base then path = base .. '/' .. path end
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return love.filesystem.read(path)
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end
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local json = require "spine-love.dkjson"
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spine.utils.readJSON = function (text)
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return json.decode(text)
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end
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spine.Skeleton.failed = {} -- Placeholder for an image that failed to load.
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spine.Skeleton.new_super = spine.Skeleton.new
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function spine.Skeleton.new (skeletonData, group)
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local self = spine.Skeleton.new_super(skeletonData)
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-- createImage can customize where images are found.
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function self:createImage (attachment)
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return love.graphics.newImage(attachment.name .. ".png")
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end
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-- updateWorldTransform positions images.
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local updateWorldTransform_super = self.updateWorldTransform
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function self:updateWorldTransform ()
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updateWorldTransform_super(self)
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if not self.images then self.images = {} end
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local images = self.images
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if not self.attachments then self.attachments = {} end
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local attachments = self.attachments
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for i,slot in ipairs(self.drawOrder) do
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local attachment = slot.attachment
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if not attachment then
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images[slot] = nil
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elseif attachment.type == spine.AttachmentType.region then
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local image = images[slot]
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if image and attachments[image] ~= attachment then -- Attachment image has changed.
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image = nil
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end
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if not image then -- Create new image.
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image = self:createImage(attachment)
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if image then
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local imageWidth = image:getWidth()
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local imageHeight = image:getHeight()
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attachment.widthRatio = attachment.width / imageWidth
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attachment.heightRatio = attachment.height / imageHeight
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attachment.originX = imageWidth / 2
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attachment.originY = imageHeight / 2
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else
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print("Error creating image: " .. attachment.name)
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image = spine.Skeleton.failed
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end
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images[slot] = image
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attachments[image] = attachment
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end
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end
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end
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end
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function self:draw()
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if not self.images then self.images = {} end
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local images = self.images
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local r, g, b, a = self.r * 255, self.g * 255, self.b * 255, self.a * 255
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for i,slot in ipairs(self.drawOrder) do
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local image = images[slot]
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if image and image ~= spine.Skeleton.failed then
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local attachment = slot.attachment
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local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
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local y = slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11
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local rotation = slot.bone.worldRotation + attachment.rotation
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local xScale = slot.bone.worldScaleX + attachment.scaleX - 1
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local yScale = slot.bone.worldScaleY + attachment.scaleY - 1
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if self.flipX then
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xScale = -xScale
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rotation = -rotation
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end
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if self.flipY then
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yScale = -yScale
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rotation = -rotation
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end
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love.graphics.setColor(r * slot.r, g * slot.g, b * slot.b, a * slot.a)
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if slot.data.additiveBlending then
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love.graphics.setBlendMode("additive")
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else
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love.graphics.setBlendMode("alpha")
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end
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love.graphics.draw(image,
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self.x + x,
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self.y - y,
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-rotation * 3.1415927 / 180,
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xScale * attachment.widthRatio,
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yScale * attachment.heightRatio,
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attachment.originX,
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attachment.originY)
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end
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end
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-- Debug bones.
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if self.debugBones then
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for i,bone in ipairs(self.bones) do
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local xScale
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local yScale
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local rotation = -bone.worldRotation
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if self.flipX then
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xScale = -1
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rotation = -rotation
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else
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xScale = 1
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end
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if self.flipY then
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yScale = -1
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rotation = -rotation
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else
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yScale = 1
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end
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love.graphics.push()
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love.graphics.translate(self.x + bone.worldX, self.y - bone.worldY)
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love.graphics.rotate(rotation * 3.1415927 / 180)
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love.graphics.scale(xScale, yScale)
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love.graphics.setColor(255, 0, 0)
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love.graphics.line(0, 0, bone.data.length, 0)
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love.graphics.setColor(0, 255, 0)
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love.graphics.circle('fill', 0, 0, 3)
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love.graphics.pop()
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end
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end
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-- Debug slots.
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if self.debugSlots then
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love.graphics.setColor(0, 0, 255, 128)
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for i,slot in ipairs(self.drawOrder) do
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local attachment = slot.attachment
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if attachment and attachment.type == spine.AttachmentType.region then
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local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
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local y = slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11
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local rotation = slot.bone.worldRotation + attachment.rotation
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local xScale = slot.bone.worldScaleX + attachment.scaleX - 1
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local yScale = slot.bone.worldScaleY + attachment.scaleY - 1
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if self.flipX then
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xScale = -xScale
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rotation = -rotation
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end
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if self.flipY then
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yScale = -yScale
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rotation = -rotation
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end
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love.graphics.push()
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love.graphics.translate(self.x + x, self.y - y)
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love.graphics.rotate(-rotation * 3.1415927 / 180)
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love.graphics.scale(xScale, yScale)
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love.graphics.rectangle('line', -attachment.width / 2, -attachment.height / 2, attachment.width, attachment.height)
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love.graphics.pop()
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end
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end
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end
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end
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return self
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end
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return spine
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