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/******************************************************************************
* 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_SPINESPRITE_H
#define GODOT_SPINESPRITE_H
#include "SpineSkeleton.h"
#include "SpineAnimationState.h"
#include "scene/2d/node_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/resources/texture.h"
class SpineSlotNode;
class SpineSprite : public Node2D, public spine::AnimationStateListenerObject {
GDCLASS(SpineSprite, Node2D)
public:
enum UpdateMode {
UpdateMode_Process,
UpdateMode_Physics,
UpdateMode_Manual
};
protected:
Ref<SpineSkeletonDataResource> skeleton_data_res;
Ref<SpineSkeleton> skeleton;
Ref<SpineAnimationState> animation_state;
UpdateMode update_mode;
spine::Vector<spine::Vector<SpineSlotNode*> > slot_nodes;
Vector<MeshInstance2D *> mesh_instances;
spine::SkeletonClipping *skeleton_clipper;
static Ref<CanvasItemMaterial> default_materials[4];
static void _bind_methods();
void _notification(int what);
void generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref);
void remove_meshes();
void sort_slot_nodes();
void update_meshes(Ref<SpineSkeleton> skeleton);
void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event);
public:
SpineSprite();
~SpineSprite();
void set_skeleton_data_res(const Ref<SpineSkeletonDataResource> &_spine_skeleton_data_resource);
Ref<SpineSkeletonDataResource> get_skeleton_data_res();
Ref<SpineSkeleton> get_skeleton();
Ref<SpineAnimationState> get_animation_state();
void on_skeleton_data_changed();
void update_skeleton(float delta);
Transform2D get_global_bone_transform(const String &bone_name);
void set_global_bone_transform(const String &bone_name, Transform2D transform);
UpdateMode get_update_mode();
void set_update_mode(UpdateMode v);
Ref<SpineSkin> new_skin(const String &name);
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
#endif
};
VARIANT_ENUM_CAST(SpineSprite::UpdateMode);
#endif//GODOT_SPINESPRITE_H