/****************************************************************************** * 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. *****************************************************************************/ #pragma once #include #include "MiddlewareManager.h" #include "SkeletonCache.h" #include "base/RefCounted.h" #include "middleware-adapter.h" #include "spine/spine.h" namespace cc { class RenderEntity; class RenderDrawInfo; class Material; }; namespace spine { class SkeletonCacheAnimation : public cc::RefCounted, public cc::middleware::IMiddleware { public: SkeletonCacheAnimation(const std::string &uuid, bool isShare); ~SkeletonCacheAnimation() override; void update(float dt) override; void render(float dt) override; Skeleton *getSkeleton() const; void setTimeScale(float scale); float getTimeScale() const; void paused(bool value); Bone *findBone(const std::string &boneName) const; Slot *findSlot(const std::string &slotName) const; void setSkin(const std::string &skinName); void setSkin(const char *skinName); Attachment *getAttachment(const std::string &slotName, const std::string &attachmentName) const; bool setAttachment(const std::string &slotName, const std::string &attachmentName); bool setAttachment(const std::string &slotName, const char *attachmentName); void setColor(float r, float g, float b, float a); void setBatchEnabled(bool enabled); void setAttachEnabled(bool enabled); void setOpacityModifyRGB(bool value); bool isOpacityModifyRGB() const; void beginSchedule(); void stopSchedule(); void onEnable(); void onDisable(); void setUseTint(bool enabled); void setAnimation(const std::string &name, bool loop); void addAnimation(const std::string &name, bool loop, float delay = 0); Animation *findAnimation(const std::string &name) const; using CacheFrameEvent = std::function; void setStartListener(const CacheFrameEvent &listener); void setEndListener(const CacheFrameEvent &listener); void setCompleteListener(const CacheFrameEvent &listener); void updateAnimationCache(const std::string &animationName); void updateAllAnimationCache(); void setToSetupPose(); void setBonesToSetupPose(); void setSlotsToSetupPose(); /** * @return shared buffer offset, it's a Uint32Array * format |render info offset|attach info offset| */ se_object_ptr getSharedBufferOffset() const; cc::RenderDrawInfo *requestDrawInfo(int idx); cc::Material *requestMaterial(uint16_t blendSrc, uint16_t blendDst); void setMaterial(cc::Material *material); void setRenderEntity(cc::RenderEntity* entity); private: float _timeScale = 1; bool _paused = false; bool _useAttach = false; cc::middleware::Color4F _nodeColor = cc::middleware::Color4F::WHITE; bool _premultipliedAlpha = false; CacheFrameEvent _startListener = nullptr; CacheFrameEvent _endListener = nullptr; CacheFrameEvent _completeListener = nullptr; SkeletonCache *_skeletonCache = nullptr; SkeletonCache::AnimationData *_animationData = nullptr; int _curFrameIndex = -1; float _accTime = 0.0F; int _playCount = 0; int _playTimes = 0; bool _isAniComplete = true; std::string _animationName; bool _useTint = true; bool _enableBatch = false; struct AniQueueData { std::string animationName; bool loop = false; float delay = 0.0F; }; std::queue _animationQueue; AniQueueData *_headAnimation = nullptr; cc::middleware::IOTypedArray *_sharedBufferOffset = nullptr; cc::RenderEntity *_entity = nullptr; cc::Material *_material = nullptr; ccstd::vector _drawInfoArray; ccstd::unordered_map _materialCaches; }; } // namespace spine