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192 lines
7.9 KiB
192 lines
7.9 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 <vector>
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#include "IOTypedArray.h"
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#include "MiddlewareManager.h"
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#include "Object.h"
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#include "base/Macros.h"
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#include "base/RefCounted.h"
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#include "base/RefMap.h"
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#include "core/assets/Texture2D.h"
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#include "middleware-adapter.h"
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#include "spine-creator-support/VertexEffectDelegate.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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}; // namespace cc
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namespace spine {
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class AttachmentVertices;
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/** Draws a skeleton.
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*/
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class SkeletonRenderer : public cc::RefCounted, public cc::middleware::IMiddleware {
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public:
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static SkeletonRenderer *create();
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static SkeletonRenderer *createWithSkeleton(Skeleton *skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false);
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static SkeletonRenderer *createWithData(SkeletonData *skeletonData, bool ownsSkeletonData = false);
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static SkeletonRenderer *createWithFile(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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void update(float deltaTime) override {}
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void render(float deltaTime) override;
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virtual cc::Rect getBoundingBox() const;
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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 updateWorldTransform();
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void setToSetupPose();
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void setBonesToSetupPose();
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void setSlotsToSetupPose();
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void paused(bool value);
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/* Returns 0 if the bone was not found. */
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Bone *findBone(const std::string &boneName) const;
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/* Returns 0 if the slot was not found. */
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Slot *findSlot(const std::string &slotName) const;
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/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
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* attached if the corresponding attachment from the old skin was attached.
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* @param skin May be empty string ("") for no skin.*/
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void setSkin(const std::string &skinName);
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/** @param skin May be 0 for no skin.*/
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void setSkin(const char *skinName);
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/* Returns 0 if the slot or attachment was not found. */
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Attachment *getAttachment(const std::string &slotName, const std::string &attachmentName) const;
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/* Returns false if the slot or attachment was not found.
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* @param attachmentName May be empty string ("") for no attachment. */
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bool setAttachment(const std::string &slotName, const std::string &attachmentName);
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/* @param attachmentName May be 0 for no attachment. */
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bool setAttachment(const std::string &slotName, const char *attachmentName);
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/* Enables/disables two color tinting for this instance. May break batching */
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void setUseTint(bool enabled);
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/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
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void setVertexEffectDelegate(VertexEffectDelegate *effectDelegate);
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/* Sets the range of slots that should be rendered. Use -1, -1 to clear the range */
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void setSlotsRange(int startSlotIndex, int endSlotIndex);
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/**
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* @return debug data, it's a Float32Array,
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* format |debug bones length|[beginX|beginY|toX|toY|...loop...]
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*/
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se_object_ptr getDebugData() const;
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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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void setColor(float r, float g, float b, float a);
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void setBatchEnabled(bool enabled);
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void setDebugBonesEnabled(bool enabled);
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void setDebugSlotsEnabled(bool enabled);
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void setDebugMeshEnabled(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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virtual void beginSchedule();
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virtual void stopSchedule();
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void onEnable();
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void onDisable();
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SkeletonRenderer();
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explicit SkeletonRenderer(Skeleton *skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false, bool ownsAtlas = false);
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explicit SkeletonRenderer(SkeletonData *skeletonData, bool ownsSkeletonData = false);
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SkeletonRenderer(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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~SkeletonRenderer() override;
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void initWithUUID(const std::string &uuid);
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void initWithSkeleton(Skeleton *skeleton, bool ownsSkeleton = false, bool ownsSkeletonData = false, bool ownsAtlas = false);
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void initWithData(SkeletonData *skeletonData, bool ownsSkeletonData = false);
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void initWithJsonFile(const std::string &skeletonDataFile, Atlas *atlas, float scale = 1);
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void initWithJsonFile(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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void initWithBinaryFile(const std::string &skeletonDataFile, Atlas *atlas, float scale = 1);
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void initWithBinaryFile(const std::string &skeletonDataFile, const std::string &atlasFile, float scale = 1);
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virtual void initialize();
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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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void setSlotTexture(const std::string &slotName, cc::Texture2D *tex2d, bool createAttachment);
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protected:
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void setSkeletonData(SkeletonData *skeletonData, bool ownsSkeletonData);
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bool _ownsSkeletonData = false;
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bool _ownsSkeleton = false;
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bool _ownsAtlas = false;
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Atlas *_atlas = nullptr;
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AttachmentLoader *_attachmentLoader = nullptr;
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Skeleton *_skeleton = nullptr;
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VertexEffectDelegate *_effectDelegate = nullptr;
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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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bool _debugMesh = false;
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bool _debugSlots = false;
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bool _debugBones = false;
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cc::middleware::Color4F _nodeColor = cc::middleware::Color4F::WHITE;
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bool _premultipliedAlpha = false;
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SkeletonClipping *_clipper = nullptr;
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bool _useTint = false;
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bool _enableBatch = false;
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std::string _uuid;
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int _startSlotIndex = -1;
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int _endSlotIndex = -1;
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cc::middleware::IOTypedArray *_sharedBufferOffset = nullptr;
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cc::middleware::IOTypedArray *_debugBuffer = 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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