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use std::{borrow::Cow, sync::Arc};
use crate::{
bone::Bone,
c::{
spBone, spIkConstraint, spPathConstraint, spPhysics, spPhysicsConstraint, spSkeleton,
spSkeletonData, spSkeleton_create, spSkeleton_dispose,
spSkeleton_getAttachmentForSlotIndex, spSkeleton_getAttachmentForSlotName,
spSkeleton_setAttachment, spSkeleton_setBonesToSetupPose, spSkeleton_setSkin,
spSkeleton_setSkinByName, spSkeleton_setSlotsToSetupPose, spSkeleton_setToSetupPose,
spSkeleton_update, spSkeleton_updateCache, spSkeleton_updateWorldTransform,
spSkeleton_updateWorldTransformWith, spSkin, spSlot, spTransformConstraint,
},
c_interface::{to_c_str, CTmpMut, CTmpRef, NewFromPtr, SyncPtr},
error::SpineError,
skeleton_data::SkeletonData,
skin::Skin,
slot::Slot,
Attachment, IkConstraint, PathConstraint, Physics, PhysicsConstraint, TransformConstraint,
};
#[allow(unused_imports)]
use crate::{SkeletonBinary, SkeletonJson};
#[cfg(feature = "mint")]
use mint::Vector2;
/// A live Skeleton instance created from [`SkeletonData`].
///
/// [Spine API Reference](http://esotericsoftware.com/spine-api-reference#Skeleton)
#[derive(Debug)]
pub struct Skeleton {
c_skeleton: SyncPtr<spSkeleton>,
owns_memory: bool,
_skeleton_data: Arc<SkeletonData>,
_skin: Option<Skin>, // keep-alive for user created skins
}
impl Skeleton {
/// Create a new instance of the skeleton loaded in [`SkeletonData`].
///
/// See [`SkeletonJson`] or [`SkeletonBinary`] for a complete example of loading a skeleton.
#[must_use]
pub fn new(skeleton_data: Arc<SkeletonData>) -> Self {
let c_skeleton = unsafe { spSkeleton_create(skeleton_data.c_ptr()) };
Self {
c_skeleton: SyncPtr(c_skeleton),
owns_memory: true,
_skeleton_data: skeleton_data,
_skin: None, // keep alive user-created skins
}
}
pub fn update(&mut self, delta: f32) {
unsafe {
spSkeleton_update(self.c_ptr(), delta);
}
}
/// Caches information about bones and constraints. Must be called if the skin is modified or if
/// bones, constraints, or weighted path attachments are added or removed.
pub fn update_cache(&mut self) {
unsafe {
spSkeleton_updateCache(self.c_ptr());
}
}
/// Updates the world transform for each bone and applies all constraints.
///
/// See
/// [`World transforms`](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms)
/// in the Spine Runtimes Guide.
pub fn update_world_transform(&mut self, physics: Physics) {
unsafe {
spSkeleton_updateWorldTransform(self.c_ptr(), physics as spPhysics);
}
}
/// Temporarily sets the root bone as a child of the specified bone, then updates the world
/// transform for each bone and applies all constraints.
///
/// See
/// [`World transforms`](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms)
/// in the Spine Runtimes Guide.
///
/// # Safety
///
/// The bone must originate from this skeleton.
pub unsafe fn update_world_transform_with(&mut self, parent: &Bone, physics: Physics) {
spSkeleton_updateWorldTransformWith(self.c_ptr(), parent.c_ptr(), physics as spPhysics);
}
/// Sets the bones, constraints, slots, and draw order to their setup pose values.
pub fn set_to_setup_pose(&mut self) {
unsafe {
spSkeleton_setToSetupPose(self.c_ptr());
}
}
/// Sets the bones and constraints to their setup pose values.
pub fn set_bones_to_setup_pose(&mut self) {
unsafe {
spSkeleton_setBonesToSetupPose(self.c_ptr());
}
}
/// Sets the slots and draw order to their setup pose values.
pub fn set_slots_to_setup_pose(&mut self) {
unsafe {
spSkeleton_setSlotsToSetupPose(self.c_ptr());
}
}
/// Set the skeleton's skin. If the skin is a user-created one (via [`Skin::new`]), then a
/// clone is created and used instead, to help ensure memory safety. If this behavior is not
/// desired then [`Skeleton::set_skin_unchecked`] can be used instead.
///
/// # Safety
///
/// The skin must originate from the same [`SkeletonData`] that this skeleton uses.
pub unsafe fn set_skin(&mut self, skin: &Skin) {
if skin.owns_memory {
let cloned_skin = skin.clone();
unsafe { spSkeleton_setSkin(self.c_ptr(), cloned_skin.c_ptr()) };
self._skin = Some(cloned_skin);
} else {
unsafe { spSkeleton_setSkin(self.c_ptr(), skin.c_ptr()) };
self._skin = None;
}
self.set_to_setup_pose();
}
/// Set the skeleton's skin.
///
/// # Safety
///
/// The skin must originate from the same [`SkeletonData`] that this skeleton uses.
///
/// The [`Skin`] struct will destroy the underlying C representation of the skin in its [`Drop`]
/// implementation. Skins assigned to a skeleton must live as long as the skeletons using them
/// or else the skeleton may cause a segfault.
pub unsafe fn set_skin_unchecked(&mut self, skin: &Skin) {
spSkeleton_setSkin(self.c_ptr(), skin.c_ptr());
}
/// Set the skeleton's skin by name.
///
/// # Safety
///
/// This function should only be called with valid skin names. It is faster than the safe
/// alternative, [`Skeleton::set_skin_by_name`], but will likely segfault if the skin does not
/// exist.
pub unsafe fn set_skin_by_name_unchecked(&mut self, skin_name: &str) {
let c_skin_name = to_c_str(skin_name);
spSkeleton_setSkinByName(self.c_ptr(), c_skin_name.as_ptr());
self._skin = None;
}
/// Set the skeleton's skin by name.
///
/// # Errors
///
/// Returns [`SpineError::NotFound`] if the specified skin name doesn't exist.
pub fn set_skin_by_name(&mut self, skin_name: &str) -> Result<(), SpineError> {
if self.data().skins().any(|skin| skin.name() == skin_name) {
unsafe { self.set_skin_by_name_unchecked(skin_name) };
Ok(())
} else {
Err(SpineError::new_not_found("Skin", skin_name))
}
}
/// Create a conglomerate skin containing `skin_names` and attach to this skeleton.
///
/// ```
/// # #[path="./test.rs"]
/// # mod test;
/// # use rusty_spine::{AnimationState, AnimationEvent};
/// # let (mut skeleton, _) = test::TestAsset::spineboy().instance(true);
/// skeleton.set_skins_by_name("combined-skin", ["hat", "suit", "tie"]);
/// ```
///
/// The name assigned to this skin (via `combined_skin_name`) is unimportant and does not need
/// to be unique.
///
/// A faster (but `unsafe`) way to create conglomerate skins is to use [`Skin::new`] and
/// [`Skin::add_skin`] to create a pre-configured skin that can be attached at any time with
/// [`Skeleton::set_skin`].
///
/// # Errors
///
/// Returns [`SpineError::NotFound`] if any of the specified skin names do not exist (in this
/// case, the current skin remains unchanged).
pub fn set_skins_by_name<'a, T>(
&mut self,
combined_skin_name: &str,
skin_names: impl IntoIterator<Item = T>,
) -> Result<(), SpineError>
where
Cow<'a, str>: From<T>,
{
let mut combined_skin = Skin::new(combined_skin_name);
for skin_name in skin_names {
let skin_name_str = &*Cow::<'a, str>::from(skin_name);
unsafe {
combined_skin.add_skin(
self.data()
.find_skin(skin_name_str)
.ok_or_else(|| SpineError::new_not_found("Skin", skin_name_str))?
.as_ref(),
);
}
}
unsafe {
self.set_skin(&combined_skin);
}
Ok(())
}
/// The root bone, or [`None`] if the skeleton has no bones.
#[must_use]
pub fn bone_root(&self) -> CTmpRef<Skeleton, Bone> {
CTmpRef::new(self, unsafe { Bone::new_from_ptr(self.c_ptr_mut().root) })
}
/// The mutable root bone, or [`None`] if the skeleton has no bones.
#[must_use]
pub fn bone_root_mut(&mut self) -> CTmpMut<Skeleton, Bone> {
CTmpMut::new(self, unsafe { Bone::new_from_ptr(self.c_ptr_mut().root) })
}
#[must_use]
pub fn find_bone(&self, name: &str) -> Option<CTmpRef<Skeleton, Bone>> {
self.bones().find(|bone| bone.data().name() == name)
}
#[must_use]
pub fn find_bone_mut(&mut self, name: &str) -> Option<CTmpMut<Skeleton, Bone>> {
self.bones_mut().find(|bone| bone.data().name() == name)
}
#[must_use]
pub fn find_slot(&self, name: &str) -> Option<CTmpRef<Skeleton, Slot>> {
self.slots().find(|slot| slot.data().name() == name)
}
#[must_use]
pub fn find_slot_mut(&mut self, name: &str) -> Option<CTmpMut<Skeleton, Slot>> {
self.slots_mut().find(|slot| slot.data().name() == name)
}
#[must_use]
pub fn find_ik_constraint(&self, name: &str) -> Option<CTmpRef<Skeleton, IkConstraint>> {
self.ik_constraints()
.find(|ik_constraint| ik_constraint.data().name() == name)
}
#[must_use]
pub fn find_ik_constraint_mut(
&mut self,
name: &str,
) -> Option<CTmpMut<Skeleton, IkConstraint>> {
self.ik_constraints_mut()
.find(|ik_constraint| ik_constraint.data().name() == name)
}
#[must_use]
pub fn find_path_constraint(&self, name: &str) -> Option<CTmpRef<Skeleton, PathConstraint>> {
self.path_constraints()
.find(|path_constraint| path_constraint.data().name() == name)
}
#[must_use]
pub fn find_path_constraint_mut(
&mut self,
name: &str,
) -> Option<CTmpMut<Skeleton, PathConstraint>> {
self.path_constraints_mut()
.find(|path_constraint| path_constraint.data().name() == name)
}
#[must_use]
pub fn find_physics_constraint(
&self,
name: &str,
) -> Option<CTmpRef<Skeleton, PhysicsConstraint>> {
self.physics_constraints()
.find(|physics_constraint| physics_constraint.data().name() == name)
}
#[must_use]
pub fn find_physics_constraint_mut(
&mut self,
name: &str,
) -> Option<CTmpMut<Skeleton, PhysicsConstraint>> {
self.physics_constraints_mut()
.find(|physics_constraint| physics_constraint.data().name() == name)
}
#[must_use]
pub fn find_transform_constraint(
&self,
name: &str,
) -> Option<CTmpRef<Skeleton, TransformConstraint>> {
self.transform_constraints()
.find(|transform_constraint| transform_constraint.data().name() == name)
}
#[must_use]
pub fn find_transform_constraint_mut(
&mut self,
name: &str,
) -> Option<CTmpMut<Skeleton, TransformConstraint>> {
self.transform_constraints_mut()
.find(|transform_constraint| transform_constraint.data().name() == name)
}
pub fn set_attachment(&mut self, slot_name: &str, attachment_name: Option<&str>) -> bool {
let c_slot_name = to_c_str(slot_name);
attachment_name.map_or_else(
|| unsafe {
spSkeleton_setAttachment(self.c_ptr(), c_slot_name.as_ptr(), std::ptr::null()) != 0
},
|attachment_name| {
let c_attachment_name = to_c_str(attachment_name);
unsafe {
spSkeleton_setAttachment(
self.c_ptr(),
c_slot_name.as_ptr(),
c_attachment_name.as_ptr(),
) != 0
}
},
)
}
pub fn get_attachment_for_slot_name(
&mut self,
slot_name: &str,
attachment_name: &str,
) -> Option<Attachment> {
let c_slot_name = to_c_str(slot_name);
let c_attachment_name = to_c_str(attachment_name);
unsafe {
let c_attachment = spSkeleton_getAttachmentForSlotName(
self.c_ptr(),
c_slot_name.as_ptr(),
c_attachment_name.as_ptr(),
);
if !c_attachment.is_null() {
Some(Attachment::new_from_ptr(c_attachment))
} else {
None
}
}
}
pub fn get_attachment_for_slot_index(
&mut self,
slot_index: usize,
attachment_name: &str,
) -> Option<Attachment> {
let c_attachment_name = to_c_str(attachment_name);
unsafe {
let c_attachment = spSkeleton_getAttachmentForSlotIndex(
self.c_ptr(),
slot_index as i32,
c_attachment_name.as_ptr(),
);
if !c_attachment.is_null() {
Some(Attachment::new_from_ptr(c_attachment))
} else {
None
}
}
}
// TODO: iterators for ik, transform, path constraints
c_accessor_tmp_ptr_mut!(
/// The skeleton's setup pose data.
data,
/// The skeleton's mutable setup pose data.
data_mut,
data,
SkeletonData,
spSkeletonData
);
c_accessor_color_mut!(
/// The color to tint all the skeleton's attachments.
color,
/// Set the color to tint all the skeleton's attachments.
color_mut,
color
);
c_accessor!(
/// The number of bones in this skeleton.
bones_count,
bonesCount,
usize
);
c_accessor!(
/// The number of slots in this skeleton.
slots_count,
slotsCount,
usize
);
c_accessor!(
/// The number of IK constraints in this skeleton.
ik_contraints_count,
ikConstraintsCount,
usize
);
c_accessor!(
/// The number of path constraints in this skeleton.
path_contraints_count,
pathConstraintsCount,
usize
);
c_accessor!(
/// The number of physics constraints in this skeleton.
physics_contraints_count,
physicsConstraintsCount,
usize
);
c_accessor!(
/// The number of transform constraints in this skeleton.
transform_contraints_count,
transformConstraintsCount,
usize
);
c_accessor_mut!(
/// Scales the entire skeleton on the X axis.
scale_x,
/// Sets the scale the entire skeleton on the X axis.
/// Bones that do not inherit scale are still affected by this property.
set_scale_x,
scaleX,
f32
);
c_accessor_mut!(
/// Scales the entire skeleton on the Y axis.
scale_y,
/// Sets the scale the entire skeleton on the Y axis.
/// Bones that do not inherit scale are still affected by this property.
set_scale_y,
scaleY,
f32
);
c_accessor_mut!(
/// The skeleton X translation, which is added to the root bone worldX translation.
x,
/// Sets the skeleton X translation, which is added to the root bone worldX translation.
/// Bones that do not inherit translation are still affected by this property.
set_x,
x,
f32
);
c_accessor_mut!(
/// The skeleton Y translation, which is added to the root bone worldY translation.
y,
/// Sets the skeleton Y translation, which is added to the root bone worldY translation.
/// Bones that do not inherit translation are still affected by this property.
set_y,
y,
f32
);
c_accessor_array_mut!(
/// An iterator to the skeleton's bones.
bones,
/// A mutable iterator to the skeleton's bones.
bones_mut,
/// The nth bone in the skeleton.
bone_at_index,
/// The nth mutable bone in the skeleton.
bone_at_index_mut,
Skeleton,
Bone,
spBone,
bones,
bones_count
);
c_accessor_array_mut!(
/// An iterator to the skeleton's slots.
slots,
/// A mutable iterator to the skeleton's slots.
slots_mut,
/// The nth slot in the skeleton.
slot_at_index,
/// The nth mutable slot in the skeleton.
slot_at_index_mut,
Skeleton,
Slot,
spSlot,
slots,
slots_count
);
c_accessor_array_mut!(
/// An iterator to the skeleton's slots in the order they should be drawn.
draw_order,
/// A mutable iterator to the skeleton's slots in the order they should be drawn.
draw_order_mut,
/// The nth skeleton slot, indexed in the order they should be drawn.
draw_order_at_index,
/// The nth mutable skeleton slot, indexed in the order they should be drawn.
draw_order_at_index_mut,
Skeleton,
Slot,
spSlot,
drawOrder,
slots_count
);
c_accessor_array_mut!(
ik_constraints,
ik_constraints_mut,
ik_contraint_at_index,
ik_constraint_at_index_mut,
Skeleton,
IkConstraint,
spIkConstraint,
ikConstraints,
ik_contraints_count
);
c_accessor_array_mut!(
path_constraints,
path_constraints_mut,
path_contraint_at_index,
path_constraint_at_index_mut,
Skeleton,
PathConstraint,
spPathConstraint,
pathConstraints,
path_contraints_count
);
c_accessor_array_mut!(
physics_constraints,
physics_constraints_mut,
physics_contraint_at_index,
physics_constraint_at_index_mut,
Skeleton,
PhysicsConstraint,
spPhysicsConstraint,
physicsConstraints,
physics_contraints_count
);
c_accessor_array_mut!(
transform_constraints,
transform_constraints_mut,
transform_contraint_at_index,
transform_constraint_at_index_mut,
Skeleton,
TransformConstraint,
spTransformConstraint,
transformConstraints,
transform_contraints_count
);
c_accessor_tmp_ptr_optional_mut!(skin, skin_mut, skin, Skin, spSkin);
c_ptr!(c_skeleton, spSkeleton);
}
/// Functions available if using the `mint` feature.
#[cfg(feature = "mint")]
impl Skeleton {
#[must_use]
pub fn translation(&self) -> Vector2<f32> {
Vector2 {
x: self.x(),
y: self.y(),
}
}
pub fn set_translation(&mut self, translation: impl Into<Vector2<f32>>) {
let translation: Vector2<f32> = translation.into();
self.set_x(translation.x);
self.set_y(translation.y);
}
#[must_use]
pub fn scale(&self) -> Vector2<f32> {
Vector2 {
x: self.scale_x(),
y: self.scale_y(),
}
}
pub fn set_scale(&mut self, scale: impl Into<Vector2<f32>>) {
let scale: Vector2<f32> = scale.into();
self.set_scale_x(scale.x);
self.set_scale_y(scale.y);
}
}
impl Drop for Skeleton {
fn drop(&mut self) {
if self.owns_memory {
unsafe {
spSkeleton_dispose(self.c_skeleton.0);
}
}
}
}