spine-runtimes/spine-godot/spine_godot/SpineSkeletonDataResource.h
2025-05-26 13:24:06 +02:00

221 lines
5.9 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#pragma once
#include "SpineAnimation.h"
#include "SpineAtlasResource.h"
#include "SpineBoneData.h"
#include "SpineEventData.h"
#include "SpineIkConstraintData.h"
#include "SpinePathConstraintData.h"
#include "SpinePhysicsConstraintData.h"
#include "SpineSkeletonFileResource.h"
#include "SpineSkin.h"
#include "SpineSlotData.h"
#include "SpineTransformConstraintData.h"
class SpineAnimationMix : public Resource {
GDCLASS(SpineAnimationMix, Resource)
protected:
static void _bind_methods();
String from;
String to;
float mix;
public:
SpineAnimationMix();
void set_from(const String &from);
String get_from();
void set_to(const String &to);
String get_to();
void set_mix(float mix);
float get_mix();
};
class SpineSkeletonDataResource : public Resource {
GDCLASS(SpineSkeletonDataResource, Resource)
protected:
static void _bind_methods();
private:
Ref<SpineAtlasResource> atlas_res;
Ref<SpineSkeletonFileResource> skeleton_file_res;
float default_mix;
Array animation_mixes;
spine::SkeletonData *skeleton_data;
spine::AnimationStateData *animation_state_data;
void update_skeleton_data();
#ifdef SPINE_GODOT_EXTENSION
void load_resources(spine::Atlas *atlas, const String &json,
const PackedByteArray &binary);
#else
void load_resources(spine::Atlas *atlas, const String &json,
const Vector<uint8_t> &binary);
#endif
public:
SpineSkeletonDataResource();
virtual ~SpineSkeletonDataResource();
bool is_skeleton_data_loaded() const;
void set_atlas_res(const Ref<SpineAtlasResource> &atlas);
Ref<SpineAtlasResource> get_atlas_res();
void
set_skeleton_file_res(const Ref<SpineSkeletonFileResource> &skeleton_file);
Ref<SpineSkeletonFileResource> get_skeleton_file_res();
spine::SkeletonData *get_skeleton_data() const { return skeleton_data; }
spine::AnimationStateData *get_animation_state_data() const {
return animation_state_data;
}
#ifdef SPINE_GODOT_EXTENSION
void get_animation_names(PackedStringArray &animation_names) const;
void get_skin_names(PackedStringArray &l) const;
void get_slot_names(PackedStringArray &slot_names);
void get_bone_names(PackedStringArray &bone_names);
#else
void get_animation_names(Vector<String> &animation_names) const;
void get_skin_names(Vector<String> &l) const;
void get_slot_names(Vector<String> &slot_names);
void get_bone_names(Vector<String> &bone_names);
#endif
void set_default_mix(float default_mix);
float get_default_mix();
void set_animation_mixes(Array animation_mixes);
Array get_animation_mixes();
// Used by SpineEditorPropertyAnimationMix(es) to update the underlying
// AnimationState
void update_mixes();
// Spine API
Ref<SpineBoneData> find_bone(const String &bone_name) const;
Ref<SpineSlotData> find_slot(const String &slot_name) const;
Ref<SpineSkin> find_skin(const String &skin_name) const;
Ref<SpineEventData> find_event(const String &event_data_name) const;
Ref<SpineAnimation> find_animation(const String &animation_name) const;
Ref<SpineIkConstraintData>
find_ik_constraint(const String &constraint_name) const;
Ref<SpineTransformConstraintData>
find_transform_constraint(const String &constraint_name) const;
Ref<SpinePathConstraintData>
find_path_constraint(const String &constraint_name) const;
Ref<SpinePhysicsConstraintData>
find_physics_constraint(const String &constraint_name) const;
String get_skeleton_name() const;
Array get_bones() const;
Array get_slots() const;
Array get_skins() const;
Ref<SpineSkin> get_default_skin() const;
void set_default_skin(Ref<SpineSkin> skin);
Array get_events() const;
Array get_animations() const;
Array get_ik_constraints() const;
Array get_transform_constraints() const;
Array get_path_constraints() const;
Array get_physics_constraints() const;
float get_x() const;
float get_y() const;
float get_width() const;
float get_height() const;
String get_version() const;
String get_hash() const;
String get_images_path() const;
String get_audio_path() const;
float get_fps() const;
float get_reference_scale() const;
void set_reference_scale(float reference_scale);
#ifdef TOOLS_ENABLED
#if VERSION_MAJOR > 3
void _on_resources_reimported(const PackedStringArray &resources);
#else
void _on_resources_reimported(const PoolStringArray &resources);
#endif
#endif
};