axmol/extensions/spine/SkeletonRenderer.h

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/******************************************************************************
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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
* 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
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*
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* 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.
*
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* 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.
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*****************************************************************************/
#ifndef SPINE_SKELETONRENDERER_H_
#define SPINE_SKELETONRENDERER_H_
#include "cocos2d.h"
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#include <spine/spine.h>
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namespace spine {
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class AttachmentVertices;
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/* Draws a skeleton. */
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class SP_API SkeletonRenderer: public ax::Node, public ax::BlendProtocol {
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public:
CREATE_FUNC(SkeletonRenderer);
static SkeletonRenderer* createWithSkeleton(Skeleton* skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false);
static SkeletonRenderer* createWithData (SkeletonData* skeletonData, bool ownsSkeletonData = false);
static SkeletonRenderer* createWithFile (const std::string& skeletonDataFile, Atlas* atlas, float scale = 1);
static SkeletonRenderer* createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
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void update (float deltaTime) override;
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void draw (ax::Renderer* renderer, const ax::Mat4& transform, uint32_t transformFlags) override;
ax::Rect getBoundingBox () const override;
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void onEnter () override;
void onExit () override;
Skeleton* getSkeleton() const;
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void setTimeScale(float scale);
float getTimeScale() const;
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/* */
void setDebugSlotsEnabled(bool enabled);
bool getDebugSlotsEnabled() const;
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void setDebugBonesEnabled(bool enabled);
bool getDebugBonesEnabled() const;
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void setDebugMeshesEnabled(bool enabled);
bool getDebugMeshesEnabled() const;
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void setDebugBoundingRectEnabled(bool enabled);
bool getDebugBoundingRectEnabled() const;
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// --- Convenience methods for common Skeleton_* functions.
void updateWorldTransform ();
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void setToSetupPose ();
void setBonesToSetupPose ();
void setSlotsToSetupPose ();
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/* Returns 0 if the bone was not found. */
Bone* findBone (const std::string& boneName) const;
/* Returns 0 if the slot was not found. */
Slot* findSlot (const std::string& slotName) const;
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/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached.
* @param skin May be empty string ("") for no skin.*/
void setSkin (const std::string& skinName);
/** @param skin May be 0 for no skin.*/
void setSkin (const char* skinName);
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/* Returns 0 if the slot or attachment was not found. */
Attachment* getAttachment (const std::string& slotName, const std::string& attachmentName) const;
/* Returns false if the slot or attachment was not found.
* @param attachmentName May be empty string ("") for no attachment. */
bool setAttachment (const std::string& slotName, const std::string& attachmentName);
/* @param attachmentName May be 0 for no attachment. */
bool setAttachment (const std::string& slotName, const char* attachmentName);
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/* Enables/disables two color tinting for this instance. May break batching */
void setTwoColorTint(bool enabled);
/* Whether two color tinting is enabled */
bool isTwoColorTint();
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/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
void setVertexEffect(VertexEffect* effect);
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/* Sets the range of slots that should be rendered. Use -1, -1 to clear the range */
void setSlotsRange(int startSlotIndex, int endSlotIndex);
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// --- BlendProtocol
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void setBlendFunc (const ax::BlendFunc& blendFunc)override;
const ax::BlendFunc& getBlendFunc () const override;
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void setOpacityModifyRGB (bool value) override;
bool isOpacityModifyRGB () const override;
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SkeletonRenderer ();
SkeletonRenderer(Skeleton* skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false, bool ownsAtlas = false);
SkeletonRenderer (SkeletonData* skeletonData, bool ownsSkeletonData = false);
SkeletonRenderer (const std::string& skeletonDataFile, Atlas* atlas, float scale = 1);
SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
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virtual ~SkeletonRenderer ();
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void initWithSkeleton(Skeleton* skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false, bool ownsAtlas = false);
void initWithData (SkeletonData* skeletonData, bool ownsSkeletonData = false);
void initWithJsonFile (const std::string& skeletonDataFile, Atlas* atlas, float scale = 1);
void initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
void initWithBinaryFile (const std::string& skeletonDataFile, Atlas* atlas, float scale = 1);
void initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
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virtual void initialize ();
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protected:
void setSkeletonData (SkeletonData* skeletonData, bool ownsSkeletonData);
void setupGLProgramState(bool twoColorTintEnabled);
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virtual void drawDebug (ax::Renderer* renderer, const ax::Mat4& transform, uint32_t transformFlags);
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bool _ownsSkeletonData;
bool _ownsSkeleton;
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bool _ownsAtlas = false;
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Atlas* _atlas;
AttachmentLoader* _attachmentLoader;
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ax::CustomCommand _debugCommand;
ax::BlendFunc _blendFunc;
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bool _premultipliedAlpha;
Skeleton* _skeleton;
float _timeScale;
bool _debugSlots;
bool _debugBones;
bool _debugMeshes;
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bool _debugBoundingRect;
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SkeletonClipping* _clipper;
VertexEffect* _effect;
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ax::Rect _boundingRect;
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int _startSlotIndex;
int _endSlotIndex;
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bool _twoColorTint;
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};
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}
#endif /* SPINE_SKELETONRENDERER_H_ */