//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- ConsoleMethodGroupBeginWithDocs(SkeletonObject, SceneObject) /*! Sets the skeleton asset Id to use. @param skeletonAssetId The skeleton asset Id to use. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setSkeletonAsset, ConsoleVoid, 3, 3, (skeletonAssetId?)) { object->setSkeletonAsset( argv[2] ); } //----------------------------------------------------------------------------- /*! Gets the skeleton asset Id. @return The skeleton asset Id. */ ConsoleMethodWithDocs(SkeletonObject, getSkeletonAsset, ConsoleString, 2, 2, ()) { return object->getSkeletonAsset(); } //----------------------------------------------------------------------------- /*! Sets the animation for the object. @param animationName String containing animation name. @param cycle Optional bool to determine whether the animation should loop. @return Returns true on success." */ ConsoleMethodWithDocs(SkeletonObject, setAnimationName, ConsoleBool, 3, 4, (animationName, [cycle])) { // Determine looping bool shouldLoop = argc >= 4 ? dAtob(argv[3]) : false; return object->setAnimationName(argv[2], shouldLoop); } //----------------------------------------------------------------------------- /*! Gets the name of the current animation. @return String containing the animation name. */ ConsoleMethodWithDocs(SkeletonObject, getAnimationName, ConsoleString, 2, 2, ()) { return object->getAnimationName(); } //----------------------------------------------------------------------------- /*! Sets the skin for the skeleton. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setSkin, ConsoleVoid, 3, 3, (skinName)) { object->setCurrentSkin(argv[2]); } //----------------------------------------------------------------------------- /*! Gets the name of the current skin. @return String containing the skin name. */ ConsoleMethodWithDocs(SkeletonObject, getSkin, ConsoleString, 2, 2, ()) { return object->getCurrentSkin(); } //----------------------------------------------------------------------------- /*! Sets scaling of the skeleton's root bone. @param scaleX Base x coordinate scale. @param scaleY Base y coordinate scale. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setRootBoneScale, ConsoleVoid, 3, 4, (float scaleX, float scaleY)) { F32 scaleX, scaleY; const U32 elementCount = Utility::mGetStringElementCount(argv[2]); // ("width height") if ((elementCount == 2) && (argc == 3)) { scaleX = dAtof(Utility::mGetStringElement(argv[2], 0)); scaleY = dAtof(Utility::mGetStringElement(argv[2], 1)); } // (width, [height]) else if (elementCount == 1) { scaleX = dAtof(argv[2]); if (argc > 3) scaleY = dAtof(argv[3]); else scaleY = scaleX; } // Invalid else { Con::warnf("SkeletonObject::setRootBoneScale() - Invalid number of parameters!"); return; } // Set Scale. object->setRootBoneScale(Vector2(scaleX, scaleY)); } //----------------------------------------------------------------------------- /*! Gets the skeleton's root bone scale. @return (float x/y height) The x and y scale of the object's root bone. */ ConsoleMethodWithDocs(SkeletonObject, getRootBoneScale, ConsoleString, 2, 2, ()) { return object->getRootBoneScale().scriptThis(); } //----------------------------------------------------------------------------- /*! Sets local offset of the skeleton's root bone. @param x Base x coordinate. @param y Base y coordinate. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setRootBoneOffset, ConsoleVoid, 3, 4, (float x, float y)) { F32 x, y; const U32 elementCount = Utility::mGetStringElementCount(argv[2]); // ("x y") if ((elementCount == 2) && (argc == 3)) { x = dAtof(Utility::mGetStringElement(argv[2], 0)); y = dAtof(Utility::mGetStringElement(argv[2], 1)); } // (x, [y]) else if (elementCount == 1) { x = dAtof(argv[2]); if (argc > 3) y = dAtof(argv[3]); else y = x; } // Invalid else { Con::warnf("SkeletonObject::setRootBoneOffset() - Invalid number of parameters!"); return; } // Set Size. object->setRootBoneOffset(Vector2(x, y)); } //----------------------------------------------------------------------------- /*! Gets the skeleton's root bone offset. @return (float x/y) The x and y offset of the object's root bone. */ ConsoleMethodWithDocs(SkeletonObject, getRootBoneOffset, ConsoleString, 2, 2, ()) { return object->getRootBoneOffset().scriptThis(); } //----------------------------------------------------------------------------- /*! Sets whether the animation cycles or not. @param cycle Bool to determine whether the animation should loop. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setAnimationCycle, ConsoleVoid, 3, 3, (bool cycle)) { object->setAnimationCycle( dAtob(argv[2] ) ); } //----------------------------------------------------------------------------- /*! Gets whether the animation cycles or not. @return Whether the animation cycles or not. */ ConsoleMethodWithDocs(SkeletonObject, getAnimationCycle, ConsoleBool, 2, 2, ()) { return object->getAnimationCycle(); } //----------------------------------------------------------------------------- /*! Sets the sprite texture flipping for each axis. @param flipX Whether or not to flip the texture along the x (horizontal) axis. @param flipY Whether or not to flip the texture along the y (vertical) axis. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setFlip, ConsoleVoid, 4, 4, (bool flipX, bool flipY)) { // Set Flip. object->setFlip( dAtob(argv[2]), dAtob(argv[3]) ); } //----------------------------------------------------------------------------- /*! Gets the flip for each axis. @return (bool flipX/bool flipY) Whether or not the texture is flipped along the x and y axis. */ ConsoleMethodWithDocs(SkeletonObject, getFlip, ConsoleString, 2, 2, ()) { // Create Returnable Buffer. char* pBuffer = Con::getReturnBuffer(32); // Format Buffer. dSprintf(pBuffer, 32, "%d %d", object->getFlipX(), object->getFlipY()); // Return Buffer. return pBuffer; } //----------------------------------------------------------------------------- /*! Sets whether or not the texture is flipped horizontally. @param flipX Whether or not to flip the texture along the x (horizontal) axis. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setFlipX, ConsoleVoid, 3, 3, (bool flipX)) { // Set Flip. object->setFlipX( dAtob(argv[2]) ); } //----------------------------------------------------------------------------- /*! Sets whether or not the texture is flipped vertically. @param flipY Whether or not to flip the texture along the y (vertical) axis. @return No return value. */ ConsoleMethodWithDocs(SkeletonObject, setFlipY, ConsoleVoid, 3, 3, (bool flipY)) { // Set Flip. object->setFlipY( dAtob(argv[2]) ); } //----------------------------------------------------------------------------- /*! Gets whether or not the texture is flipped horizontally. @return (bool flipX) Whether or not the texture is flipped along the x axis. */ ConsoleMethodWithDocs(SkeletonObject, getFlipX, ConsoleBool, 2, 2, ()) { return object->getFlipX(); } //----------------------------------------------------------------------------- /*! Gets whether or not the texture is flipped vertically. @return (bool flipY) Whether or not the texture is flipped along the y axis. */ ConsoleMethodWithDocs(SkeletonObject, getFlipY, ConsoleBool, 2, 2, ()) { return object->getFlipY(); } //----------------------------------------------------------------------------- /*! Gets the duration of the current animation. @return Duration of the animation in seconds. */ ConsoleMethodWithDocs(SkeletonObject, getAnimationDuration, ConsoleFloat, 2, 2, ()) { return object->getAnimationDuration(); } //----------------------------------------------------------------------------- /*! Mixes the current animation with another. @param animation The name of the animation to mix. @param time The time to start mixing. */ ConsoleMethodWithDocs(SkeletonObject, setMix, ConsoleBool, 5, 5, (fromAnimation, toAnimation, time)) { Con::printf("Mixing %s with %s at %f", argv[2], argv[3], dAtof(argv[4])); return object->setMix(argv[2], argv[3], dAtof(argv[4])); } ConsoleMethodGroupEndWithDocs(SkeletonObject)