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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 <vector>
#include "IOTypedArray.h"
#include "MiddlewareManager.h"
#include "Object.h"
#include "base/Macros.h"
#include "base/RefCounted.h"
#include "base/RefMap.h"
#include "core/assets/Texture2D.h"
#include "middleware-adapter.h"
#include "spine-creator-support/VertexEffectDelegate.h"
#include "spine/spine.h"
namespace cc {
class RenderEntity;
class RenderDrawInfo;
class Material;
}; // namespace cc
namespace spine {
class AttachmentVertices;
/** Draws a skeleton.
*/
class SkeletonRenderer : public cc::RefCounted, public cc::middleware::IMiddleware {
public:
static SkeletonRenderer *create();
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, const std::string &atlasFile, float scale = 1);
void update(float deltaTime) override {}
void render(float deltaTime) override;
virtual cc::Rect getBoundingBox() const;
Skeleton *getSkeleton() const;
void setTimeScale(float scale);
float getTimeScale() const;
void updateWorldTransform();
void setToSetupPose();
void setBonesToSetupPose();
void setSlotsToSetupPose();
void paused(bool value);
/* 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 setUseTint(bool enabled);
/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
void setVertexEffectDelegate(VertexEffectDelegate *effectDelegate);
/* Sets the range of slots that should be rendered. Use -1, -1 to clear the range */
void setSlotsRange(int startSlotIndex, int endSlotIndex);
/**
* @return debug data, it's a Float32Array,
* format |debug bones length|[beginX|beginY|toX|toY|...loop...]
*/
se_object_ptr getDebugData() const;
/**
* @return shared buffer offset, it's a Uint32Array
* format |render info offset|attach info offset|
*/
se_object_ptr getSharedBufferOffset() const;
void setColor(float r, float g, float b, float a);
void setBatchEnabled(bool enabled);
void setDebugBonesEnabled(bool enabled);
void setDebugSlotsEnabled(bool enabled);
void setDebugMeshEnabled(bool enabled);
void setAttachEnabled(bool enabled);
void setOpacityModifyRGB(bool value);
bool isOpacityModifyRGB() const;
virtual void beginSchedule();
virtual void stopSchedule();
void onEnable();
void onDisable();
SkeletonRenderer();
explicit SkeletonRenderer(Skeleton *skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false, bool ownsAtlas = false);
explicit SkeletonRenderer(SkeletonData *skeletonData, bool ownsSkeletonData = false);
SkeletonRenderer(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
~SkeletonRenderer() override;
void initWithUUID(const std::string &uuid);
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();
cc::RenderDrawInfo *requestDrawInfo(int idx);
cc::Material *requestMaterial(uint16_t blendSrc, uint16_t blendDst);
void setMaterial(cc::Material *material);
void setRenderEntity(cc::RenderEntity *entity);
void setSlotTexture(const std::string &slotName, cc::Texture2D *tex2d, bool createAttachment);
protected:
void setSkeletonData(SkeletonData *skeletonData, bool ownsSkeletonData);
bool _ownsSkeletonData = false;
bool _ownsSkeleton = false;
bool _ownsAtlas = false;
Atlas *_atlas = nullptr;
AttachmentLoader *_attachmentLoader = nullptr;
Skeleton *_skeleton = nullptr;
VertexEffectDelegate *_effectDelegate = nullptr;
float _timeScale = 1;
bool _paused = false;
bool _useAttach = false;
bool _debugMesh = false;
bool _debugSlots = false;
bool _debugBones = false;
cc::middleware::Color4F _nodeColor = cc::middleware::Color4F::WHITE;
bool _premultipliedAlpha = false;
SkeletonClipping *_clipper = nullptr;
bool _useTint = false;
bool _enableBatch = false;
std::string _uuid;
int _startSlotIndex = -1;
int _endSlotIndex = -1;
cc::middleware::IOTypedArray *_sharedBufferOffset = nullptr;
cc::middleware::IOTypedArray *_debugBuffer = nullptr;
cc::RenderEntity *_entity = nullptr;
cc::Material *_material = nullptr;
ccstd::vector<cc::RenderDrawInfo *> _drawInfoArray;
ccstd::unordered_map<uint32_t, cc::Material *> _materialCaches;
};
} // namespace spine