/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ #include "SpineAnimationState.h" #include "SpineTrackEntry.h" void SpineAnimationState::_bind_methods() { ClassDB::bind_method(D_METHOD("update", "delta"), &SpineAnimationState::update, DEFVAL(0)); ClassDB::bind_method(D_METHOD("apply", "skeleton"), &SpineAnimationState::apply); ClassDB::bind_method(D_METHOD("clear_tracks"), &SpineAnimationState::clear_tracks); ClassDB::bind_method(D_METHOD("clear_track"), &SpineAnimationState::clear_track); ClassDB::bind_method(D_METHOD("get_num_tracks"), &SpineAnimationState::get_num_tracks); ClassDB::bind_method(D_METHOD("set_animation", "animation_name", "loop", "track_id"), &SpineAnimationState::set_animation, DEFVAL(true), DEFVAL(0)); ClassDB::bind_method(D_METHOD("add_animation", "animation_name", "delay", "loop", "track_id"), &SpineAnimationState::add_animation, DEFVAL(0), DEFVAL(true), DEFVAL(0)); ClassDB::bind_method(D_METHOD("set_empty_animation", "track_id", "mix_duration"), &SpineAnimationState::set_empty_animation); ClassDB::bind_method(D_METHOD("add_empty_animation", "track_id", "mix_duration", "delay"), &SpineAnimationState::add_empty_animation); ClassDB::bind_method(D_METHOD("set_empty_animations", "mix_duration"), &SpineAnimationState::set_empty_animations); ClassDB::bind_method(D_METHOD("get_current", "track_id"), &SpineAnimationState::get_current); ClassDB::bind_method(D_METHOD("get_time_scale"), &SpineAnimationState::get_time_scale); ClassDB::bind_method(D_METHOD("set_time_scale", "time_scale"), &SpineAnimationState::set_time_scale); ClassDB::bind_method(D_METHOD("disable_queue"), &SpineAnimationState::disable_queue); ClassDB::bind_method(D_METHOD("enable_queue"), &SpineAnimationState::enable_queue); } SpineAnimationState::SpineAnimationState() : animation_state(nullptr), sprite(nullptr) { } SpineAnimationState::~SpineAnimationState() { delete animation_state; } void SpineAnimationState::set_spine_sprite(SpineSprite *_sprite) { delete animation_state; animation_state = nullptr; sprite = _sprite; if (!sprite || !sprite->get_skeleton_data_res().is_valid() || !sprite->get_skeleton_data_res()->is_skeleton_data_loaded()) return; animation_state = new spine::AnimationState(sprite->get_skeleton_data_res()->get_animation_state_data()); } void SpineAnimationState::update(float delta) { SPINE_CHECK(animation_state, ) animation_state->update(delta); } bool SpineAnimationState::apply(Ref skeleton) { SPINE_CHECK(animation_state, false) if (!skeleton->get_spine_object()) return false; return animation_state->apply(*(skeleton->get_spine_object())); } void SpineAnimationState::clear_tracks() { SPINE_CHECK(animation_state, ) animation_state->clearTracks(); } void SpineAnimationState::clear_track(int track_id) { SPINE_CHECK(animation_state, ) animation_state->clearTrack(track_id); } int SpineAnimationState::get_num_tracks() { SPINE_CHECK(animation_state, 0) int highest_index = -1; for (int i = 0; i < animation_state->getTracks().size(); i++) { if (animation_state->getTracks()[i]) highest_index = i; } return highest_index + 1; } Ref SpineAnimationState::set_animation(const String &animation_name, bool loop, int track) { SPINE_CHECK(animation_state, nullptr) auto skeleton_data = animation_state->getData()->getSkeletonData(); auto animation = skeleton_data->findAnimation(animation_name.utf8().ptr()); if (!animation) { ERR_PRINT(String("Can not find animation: ") + animation_name); return nullptr; } auto track_entry = animation_state->setAnimation(track, animation, loop); Ref track_entry_ref(memnew(SpineTrackEntry)); track_entry_ref->set_spine_object(sprite, track_entry); return track_entry_ref; } Ref SpineAnimationState::add_animation(const String &animation_name, float delay, bool loop, int track) { SPINE_CHECK(animation_state, nullptr) auto skeleton_data = animation_state->getData()->getSkeletonData(); auto animation = skeleton_data->findAnimation(animation_name.utf8().ptr()); if (!animation) { ERR_PRINT(String("Can not find animation: ") + animation_name); return nullptr; } auto track_entry = animation_state->addAnimation(track, animation, loop, delay); Ref track_entry_ref(memnew(SpineTrackEntry)); track_entry_ref->set_spine_object(sprite, track_entry); return track_entry_ref; } Ref SpineAnimationState::set_empty_animation(int track_id, float mix_duration) { SPINE_CHECK(animation_state, nullptr) auto track_entry = animation_state->setEmptyAnimation(track_id, mix_duration); Ref track_entry_ref(memnew(SpineTrackEntry)); track_entry_ref->set_spine_object(sprite, track_entry); return track_entry_ref; } Ref SpineAnimationState::add_empty_animation(int track_id, float mix_duration, float delay) { SPINE_CHECK(animation_state, nullptr) auto track_entry = animation_state->addEmptyAnimation(track_id, mix_duration, delay); Ref track_entry_ref(memnew(SpineTrackEntry)); track_entry_ref->set_spine_object(sprite, track_entry); return track_entry_ref; } void SpineAnimationState::set_empty_animations(float mix_duration) { SPINE_CHECK(animation_state, ) animation_state->setEmptyAnimations(mix_duration); } Ref SpineAnimationState::get_current(int track_index) { SPINE_CHECK(animation_state, nullptr) auto track_entry = animation_state->getCurrent(track_index); if (!track_entry) return nullptr; Ref track_entry_ref(memnew(SpineTrackEntry)); track_entry_ref->set_spine_object(sprite, track_entry); return track_entry_ref; } float SpineAnimationState::get_time_scale() { SPINE_CHECK(animation_state, 0) return animation_state->getTimeScale(); } void SpineAnimationState::set_time_scale(float time_scale) { SPINE_CHECK(animation_state, ) animation_state->setTimeScale(time_scale); } void SpineAnimationState::disable_queue() { SPINE_CHECK(animation_state, ) animation_state->disableQueue(); } void SpineAnimationState::enable_queue() { SPINE_CHECK(animation_state, ) animation_state->enableQueue(); }