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145 lines
5.3 KiB
145 lines
5.3 KiB
/******************************************************************************
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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
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* 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
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#pragma once
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#include <queue>
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#include "MiddlewareManager.h"
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#include "SkeletonCache.h"
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#include "base/RefCounted.h"
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#include "middleware-adapter.h"
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#include "spine/spine.h"
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namespace cc {
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class RenderEntity;
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class RenderDrawInfo;
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class Material;
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};
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namespace spine {
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class SkeletonCacheAnimation : public cc::RefCounted, public cc::middleware::IMiddleware {
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public:
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SkeletonCacheAnimation(const std::string &uuid, bool isShare);
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~SkeletonCacheAnimation() override;
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void update(float dt) override;
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void render(float dt) override;
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Skeleton *getSkeleton() const;
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void setTimeScale(float scale);
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float getTimeScale() const;
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void paused(bool value);
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Bone *findBone(const std::string &boneName) const;
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Slot *findSlot(const std::string &slotName) const;
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void setSkin(const std::string &skinName);
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void setSkin(const char *skinName);
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Attachment *getAttachment(const std::string &slotName, const std::string &attachmentName) const;
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bool setAttachment(const std::string &slotName, const std::string &attachmentName);
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bool setAttachment(const std::string &slotName, const char *attachmentName);
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void setColor(float r, float g, float b, float a);
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void setBatchEnabled(bool enabled);
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void setAttachEnabled(bool enabled);
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void setOpacityModifyRGB(bool value);
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bool isOpacityModifyRGB() const;
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void beginSchedule();
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void stopSchedule();
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void onEnable();
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void onDisable();
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void setUseTint(bool enabled);
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void setAnimation(const std::string &name, bool loop);
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void addAnimation(const std::string &name, bool loop, float delay = 0);
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Animation *findAnimation(const std::string &name) const;
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using CacheFrameEvent = std::function<void(std::string)>;
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void setStartListener(const CacheFrameEvent &listener);
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void setEndListener(const CacheFrameEvent &listener);
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void setCompleteListener(const CacheFrameEvent &listener);
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void updateAnimationCache(const std::string &animationName);
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void updateAllAnimationCache();
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void setToSetupPose();
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void setBonesToSetupPose();
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void setSlotsToSetupPose();
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/**
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* @return shared buffer offset, it's a Uint32Array
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* format |render info offset|attach info offset|
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*/
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se_object_ptr getSharedBufferOffset() const;
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cc::RenderDrawInfo *requestDrawInfo(int idx);
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cc::Material *requestMaterial(uint16_t blendSrc, uint16_t blendDst);
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void setMaterial(cc::Material *material);
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void setRenderEntity(cc::RenderEntity* entity);
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private:
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float _timeScale = 1;
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bool _paused = false;
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bool _useAttach = false;
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cc::middleware::Color4F _nodeColor = cc::middleware::Color4F::WHITE;
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bool _premultipliedAlpha = false;
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CacheFrameEvent _startListener = nullptr;
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CacheFrameEvent _endListener = nullptr;
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CacheFrameEvent _completeListener = nullptr;
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SkeletonCache *_skeletonCache = nullptr;
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SkeletonCache::AnimationData *_animationData = nullptr;
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int _curFrameIndex = -1;
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float _accTime = 0.0F;
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int _playCount = 0;
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int _playTimes = 0;
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bool _isAniComplete = true;
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std::string _animationName;
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bool _useTint = true;
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bool _enableBatch = false;
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struct AniQueueData {
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std::string animationName;
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bool loop = false;
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float delay = 0.0F;
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};
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std::queue<AniQueueData *> _animationQueue;
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AniQueueData *_headAnimation = nullptr;
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cc::middleware::IOTypedArray *_sharedBufferOffset = nullptr;
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cc::RenderEntity *_entity = nullptr;
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cc::Material *_material = nullptr;
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ccstd::vector<cc::RenderDrawInfo *> _drawInfoArray;
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ccstd::unordered_map<uint32_t, cc::Material*> _materialCaches;
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};
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} // namespace spine
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