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SpineSlotData.h
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//
// Created by Raymond_Lx on 2020/6/5.
//
#ifndef GODOT_SPINESLOTDATA_H
#define GODOT_SPINESLOTDATA_H
#include "core/variant_parser.h"
#include <spine/spine.h>
#include "SpineBoneData.h"
class SpineSlotData : public Reference {
GDCLASS(SpineSlotData, Reference);
protected:
static void _bind_methods();
private:
spine::SlotData *slot_data;
public:
SpineSlotData();
~SpineSlotData();
inline void set_spine_object(spine::SlotData *s){
slot_data = s;
}
inline spine::SlotData *get_spine_object(){
return slot_data;
}
enum BlendMode {
BLENDMODE_NORMAL = 0,
BLENDMODE_ADDITIVE,
BLENDMODE_MULTIPLY,
BLENDMODE_SCREEN
};
int get_index();
String get_slot_name();
Ref<SpineBoneData> get_bone_data();
Color get_color();
void set_color(Color c);
Color get_dark_color();
void set_dark_color(Color c);
bool has_dark_color();
void set_has_dark_color(bool v);
String get_attachment_name();
void set_attachment_name(const String &v);
BlendMode get_blend_mode();
void set_blend_mode(BlendMode v);
};
VARIANT_ENUM_CAST(SpineSlotData::BlendMode);
#endif //GODOT_SPINESLOTDATA_H