axmol/extensions/spine/SkeletonRenderer.h

159 lines
6.8 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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 SPINE_SKELETONRENDERER_H_
#define SPINE_SKELETONRENDERER_H_
#include "cocos2d.h"
#include <spine/spine.h>
namespace spine {
/* Draws a skeleton. */
class SP_API SkeletonRenderer : public cocos2d::Node, public cocos2d::BlendProtocol {
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);
void update(float deltaTime) override;
void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags) override;
cocos2d::Rect getBoundingBox() const override;
void onEnter() override;
void onExit() override;
Skeleton *getSkeleton() const;
void setTimeScale(float scale);
float getTimeScale() const;
/* */
void setDebugSlotsEnabled(bool enabled);
bool getDebugSlotsEnabled() const;
void setDebugBonesEnabled(bool enabled);
bool getDebugBonesEnabled() const;
void setDebugMeshesEnabled(bool enabled);
bool getDebugMeshesEnabled() const;
void setDebugBoundingRectEnabled(bool enabled);
bool getDebugBoundingRectEnabled() const;
// --- Convenience methods for common Skeleton_* functions.
void updateWorldTransform();
void setToSetupPose();
void setBonesToSetupPose();
void setSlotsToSetupPose();
/* 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;
/* 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);
/* 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);
/* Enables/disables two color tinting for this instance. May break batching */
void setTwoColorTint(bool enabled);
/* Whether two color tinting is enabled */
bool isTwoColorTint();
/* Sets the range of slots that should be rendered. Use -1, -1 to clear the range */
void setSlotsRange(int startSlotIndex, int endSlotIndex);
// --- BlendProtocol
void setBlendFunc(const cocos2d::BlendFunc &blendFunc) override;
const cocos2d::BlendFunc &getBlendFunc() const override;
void setOpacityModifyRGB(bool value) override;
bool isOpacityModifyRGB() const override;
CC_CONSTRUCTOR_ACCESS : 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);
virtual ~SkeletonRenderer();
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);
virtual void initialize();
protected:
void setSkeletonData(SkeletonData *skeletonData, bool ownsSkeletonData);
void setupGLProgramState(bool twoColorTintEnabled);
virtual void drawDebug(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags);
bool _ownsSkeletonData;
bool _ownsSkeleton;
bool _ownsAtlas = false;
Atlas *_atlas;
AttachmentLoader *_attachmentLoader;
cocos2d::CustomCommand _debugCommand;
cocos2d::BlendFunc _blendFunc;
bool _premultipliedAlpha;
Skeleton *_skeleton;
float _timeScale;
bool _debugSlots;
bool _debugBones;
bool _debugMeshes;
bool _debugBoundingRect;
SkeletonClipping *_clipper;
cocos2d::Rect _boundingRect;
int _startSlotIndex;
int _endSlotIndex;
bool _twoColorTint;
};
}// namespace spine
#endif /* SPINE_SKELETONRENDERER_H_ */