288 lines
11 KiB
C++
288 lines
11 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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// clang-format off
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#include "Runtime/UMG/Public/UMG.h"
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#include "SpineSkeletonDataAsset.h"
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#include "SpineSkeletonAnimationComponent.h"
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#include "spine/spine.h"
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#include "SpineWidget.generated.h"
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// clang-format on
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class SSpineWidget;
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class USpineWidget;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineWidgetBeforeUpdateWorldTransformDelegate, USpineWidget *, skeleton);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineWidgetAfterUpdateWorldTransformDelegate, USpineWidget *, skeleton);
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UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
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class SPINEPLUGIN_API USpineWidget : public UWidget {
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GENERATED_UCLASS_BODY()
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public:
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virtual void ReleaseSlateResources(bool bReleaseChildren) override;
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virtual void SynchronizeProperties() override;
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#if WITH_EDITOR
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virtual const FText GetPaletteCategory() override;
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#endif
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
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FString InitialSkin;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
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USpineAtlasAsset *Atlas;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
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USpineSkeletonDataAsset *SkeletonData;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface *NormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface *AdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface *MultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface *ScreenBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FName TextureParameterName;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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float DepthOffset = 0.1f;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FLinearColor Color = FLinearColor(1, 1, 1, 1);
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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FSlateBrush Brush;
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSkins(TArray<FString> &Skins);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetSkin(const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetSkins(UPARAM(ref) TArray<FString> &SkinNames);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSkin(const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetAttachment(const FString slotName, const FString attachmentName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void UpdateWorldTransform();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetBonesToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetSlotsToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetScaleX(float scaleX);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetScaleX();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetScaleY(float scaleY);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetScaleY();
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetBones(TArray<FString> &Bones);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasBone(const FString BoneName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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FTransform GetBoneTransform(const FString &BoneName);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSlots(TArray<FString> &Slots);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSlot(const FString SlotName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetSlotColor(const FString SlotName, const FColor SlotColor);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetAnimations(TArray<FString> &Animations);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasAnimation(FString AnimationName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetAnimationDuration(FString AnimationName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void PhysicsTranslate(float x, float y);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void PhysicsRotate(float x, float y, float degrees);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void ResetPhysicsConstraints();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetPhysicsTimeScale(float scale);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetPhysicsTimeScale();
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineWidgetBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineWidgetAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
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/* Manages if this skeleton should update automatically or is paused. */
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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void SetAutoPlay(bool bInAutoPlays);
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/* Directly set the time of the current animation, will clamp to animation range. */
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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void SetPlaybackTime(float InPlaybackTime, bool bCallDelegates = true);
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// Blueprint functions
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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void SetTimeScale(float timeScale);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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float GetTimeScale();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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UTrackEntry *SetAnimation(int trackIndex, FString animationName, bool loop);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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UTrackEntry *AddAnimation(int trackIndex, FString animationName, bool loop, float delay);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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UTrackEntry *SetEmptyAnimation(int trackIndex, float mixDuration);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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UTrackEntry *AddEmptyAnimation(int trackIndex, float mixDuration, float delay);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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UTrackEntry *GetCurrent(int trackIndex);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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void ClearTracks();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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void ClearTrack(int trackIndex);
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
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FSpineAnimationStartDelegate AnimationStart;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
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FSpineAnimationInterruptDelegate AnimationInterrupt;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
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FSpineAnimationEventDelegate AnimationEvent;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
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FSpineAnimationCompleteDelegate AnimationComplete;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
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FSpineAnimationEndDelegate AnimationEnd;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Animation")
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FSpineAnimationDisposeDelegate AnimationDispose;
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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void Tick(float DeltaTime, bool CallDelegates = true);
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virtual void FinishDestroy() override;
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// used in C event callback. Needs to be public as we can't call
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// protected methods from plain old C function.
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void GCTrackEntry(UTrackEntry *entry) { trackEntries.Remove(entry); }
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protected:
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friend class SSpineWidget;
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virtual TSharedRef<SWidget> RebuildWidget() override;
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virtual void CheckState();
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virtual void DisposeState();
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TSharedPtr<SSpineWidget> slateWidget;
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spine::Skeleton *skeleton;
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spine::AnimationState *state;
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USpineAtlasAsset *lastAtlas = nullptr;
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spine::Atlas *lastSpineAtlas = nullptr;
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USpineSkeletonDataAsset *lastData = nullptr;
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spine::Skin *customSkin = nullptr;
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float physicsTimeScale;
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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UPROPERTY()
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TArray<UMaterialInstanceDynamic *> atlasNormalBlendMaterials;
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToNormalBlendMaterial;
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UPROPERTY()
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TArray<UMaterialInstanceDynamic *> atlasAdditiveBlendMaterials;
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToAdditiveBlendMaterial;
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UPROPERTY()
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TArray<UMaterialInstanceDynamic *> atlasMultiplyBlendMaterials;
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToMultiplyBlendMaterial;
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UPROPERTY()
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TArray<UMaterialInstanceDynamic *> atlasScreenBlendMaterials;
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToScreenBlendMaterial;
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spine::Vector<float> worldVertices;
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spine::SkeletonClipping clipper;
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// keep track of track entries so they won't get GCed while
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// in transit within a blueprint
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UPROPERTY()
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TSet<UTrackEntry *> trackEntries;
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private:
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/* If the animation should update automatically. */
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UPROPERTY()
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bool bAutoPlaying;
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bool bSkinInitialized = false;
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};
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