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@@ -53,9 +53,72 @@ static int sprite_count = 0;
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static spine::Vector<unsigned short> quad_indices;
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static spine::Vector<float> scratch_vertices;
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static Vector<Vector2> scratch_points;
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-static Vector<Vector2> scratch_uvs;
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-static Vector<Color> scratch_colors;
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-static Vector<int> scratch_indices;
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+
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+static void clear_triangles(SpineMesh2D *mesh_instance) {
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+#if VERSION_MAJOR > 3
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+ RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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+#else
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+ VisualServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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+#endif
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+}
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+
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+static void add_triangles(SpineMesh2D *mesh_instance,
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+ const Vector<Point2> &vertices,
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+ const Vector<Point2> &uvs,
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+ const Vector<Color> &colors,
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+ const Vector<int> &indices,
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+ SpineRendererObject *renderer_object) {
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+#if VERSION_MAJOR > 3
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+ RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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+ indices,
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+ vertices,
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+ colors,
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+ uvs,
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+ Vector<int>(),
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+ Vector<float>(),
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+ renderer_object->canvas_texture.is_valid() ? renderer_object->canvas_texture->get_rid() : RID(),
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+ -1);
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+#else
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+ auto texture = renderer_object->texture;
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+ auto normal_map = renderer_object->normal_map;
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+ VisualServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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+ indices,
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+ vertices,
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+ colors,
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+ uvs,
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+ Vector<int>(),
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+ Vector<float>(),
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+ texture.is_null() ? RID() : texture->get_rid(),
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+ -1,
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+ normal_map.is_null() ? RID() : normal_map->get_rid());
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+#endif
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+}
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+
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+void SpineMesh2D::_notification(int what) {
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+ switch (what) {
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+ case NOTIFICATION_READY: {
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+ set_process_internal(true);
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+ break;
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+ }
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+ case NOTIFICATION_INTERNAL_PROCESS:
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+#if VERSION_MAJOR > 3
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+ queue_redraw();
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+#else
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+ update();
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+#endif
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+ break;
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+ case NOTIFICATION_DRAW:
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+ //clear_triangles(this);
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+ if (renderer_object)
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+ add_triangles(this, vertices, uvs, colors, indices, renderer_object);
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+ break;
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+ default:
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+ break;
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+ }
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+}
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+
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+void SpineMesh2D::_bind_methods() {
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+}
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void SpineSprite::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_skeleton_data_res", "skeleton_data_res"), &SpineSprite::set_skeleton_data_res);
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@@ -259,7 +322,7 @@ void SpineSprite::on_skeleton_data_changed() {
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void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
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auto skeleton = skeleton_ref->get_spine_object();
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; i++) {
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- auto mesh_instance = memnew(MeshInstance2D);
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+ auto mesh_instance = memnew(SpineMesh2D);
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mesh_instance->set_position(Vector2(0, 0));
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mesh_instance->set_material(default_materials[spine::BlendMode_Normal]);
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// Needed so that debug drawables are rendered in front of attachments
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@@ -490,54 +553,14 @@ void SpineSprite::update_skeleton(float delta) {
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#endif
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}
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-static void clear_mesh_instance(MeshInstance2D *mesh_instance) {
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-#if VERSION_MAJOR > 3
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- RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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-#else
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- VisualServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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-#endif
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-}
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-
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-static void add_triangles(MeshInstance2D *mesh_instance,
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- const Vector<Point2> &vertices,
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- const Vector<Point2> &uvs,
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- const Vector<Color> &colors,
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- const Vector<int> &indices,
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- SpineRendererObject *renderer_object) {
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-#if VERSION_MAJOR > 3
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- RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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- indices,
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- vertices,
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- colors,
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- uvs,
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- Vector<int>(),
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- Vector<float>(),
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- renderer_object->canvas_texture.is_valid() ? renderer_object->canvas_texture->get_rid() : RID(),
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- -1);
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-#else
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- auto texture = renderer_object->texture;
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- auto normal_map = renderer_object->normal_map;
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- VisualServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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- indices,
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- vertices,
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- colors,
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- uvs,
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- Vector<int>(),
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- Vector<float>(),
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- texture.is_null() ? RID() : texture->get_rid(),
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- -1,
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- normal_map.is_null() ? RID() : normal_map->get_rid());
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-#endif
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-}
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-
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void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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spine::Skeleton *skeleton = skeleton_ref->get_spine_object();
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; ++i) {
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spine::Slot *slot = skeleton->getDrawOrder()[i];
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spine::Attachment *attachment = slot->getAttachment();
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- MeshInstance2D *mesh_instance = mesh_instances[i];
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+ SpineMesh2D *mesh_instance = mesh_instances[i];
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+ mesh_instance->renderer_object = nullptr;
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mesh_instance->set_light_mask(get_light_mask());
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- clear_mesh_instance(mesh_instance);
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if (!attachment) {
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skeleton_clipper->clipEnd(*slot);
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continue;
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@@ -607,21 +630,20 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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if (indices->size() > 0) {
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// Set the mesh
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size_t num_vertices = vertices->size() / 2;
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- scratch_points.resize((int) num_vertices);
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- memcpy(scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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- scratch_uvs.resize((int) num_vertices);
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- memcpy(scratch_uvs.ptrw(), uvs->buffer(), num_vertices * 2 * sizeof(float));
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- scratch_colors.resize((int) num_vertices);
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+ mesh_instance->vertices.resize((int) num_vertices);
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+ memcpy(mesh_instance->vertices.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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+ mesh_instance->uvs.resize((int) num_vertices);
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+ memcpy(mesh_instance->uvs.ptrw(), uvs->buffer(), num_vertices * 2 * sizeof(float));
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+ mesh_instance->colors.resize((int) num_vertices);
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for (int j = 0; j < (int) num_vertices; j++) {
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- scratch_colors.set(j, Color(tint.r, tint.g, tint.b, tint.a));
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+ mesh_instance->colors.set(j, Color(tint.r, tint.g, tint.b, tint.a));
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}
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- scratch_indices.resize((int) indices->size());
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+ mesh_instance->indices.resize((int) indices->size());
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for (int j = 0; j < (int) indices->size(); ++j) {
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- scratch_indices.set(j, indices->buffer()[j]);
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+ mesh_instance->indices.set(j, indices->buffer()[j]);
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}
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- add_triangles(mesh_instance, scratch_points, scratch_uvs, scratch_colors, scratch_indices, renderer_object);
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-
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+ mesh_instance->renderer_object = renderer_object;
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spine::BlendMode blend_mode = slot->getData().getBlendMode();
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Ref<Material> custom_material;
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@@ -676,9 +698,9 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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}
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void SpineSprite::draw() {
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- if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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auto mouse_position = get_local_mouse_position();
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spine::Slot *hovered_slot = nullptr;
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