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/******************************************************************************
* 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 <queue>
#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(std::string)>;
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<AniQueueData *> _animationQueue;
AniQueueData *_headAnimation = nullptr;
cc::middleware::IOTypedArray *_sharedBufferOffset = nullptr;
cc::RenderEntity *_entity = nullptr;
cc::Material *_material = nullptr;
ccstd::vector<cc::RenderDrawInfo *> _drawInfoArray;
ccstd::unordered_map<uint32_t, cc::Material*> _materialCaches;
};
} // namespace spine