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Documentation

NathanSweet 11 vuotta sitten
vanhempi
commit
44ba6c4832
5 muutettua tiedostoa jossa 61 lisäystä ja 19 poistoa
  1. 5 2
      spine-as3/README.md
  2. 22 15
      spine-c/README.md
  3. 15 1
      spine-cocos2d-iphone/README.md
  4. 18 0
      spine-cocos2dx/README.md
  5. 1 1
      spine-turbulenz/README.md

+ 5 - 2
spine-as3/README.md

@@ -1,10 +1,13 @@
 # `spine-as3`
 
-The `spine-as3` runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using Adobe's ActionScript 3.0 (AS3). The [`spine.flash` package](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-as3/spine-as3/src/spine/flash) can be used to render Spine animations using Flash, or `spine-as3` can be extended to enable Spine animations for other AS3 projects, such as [Starling](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-starling).
+The spine-as3 runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using Adobe's ActionScript 3.0 (AS3). The [`spine.flash` package](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-as3/spine-as3/src/spine/flash) can be used to render Spine animations using Flash, or spine-as3 can be extended to enable Spine animations for other AS3 projects, such as [Starling](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-starling).
 
 ## Setup
 
-Project files are provided for Adobe Flash Builder 4.6.
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Project files are provided for Adobe Flash Builder 4.6. You will need to create a new project and import the source for other IDEs.
+
+Alternatively, the contents of the `spine-as3/src` directory can be copied into your project.
 
 ## Demos
 

+ 22 - 15
spine-c/README.md

@@ -1,12 +1,15 @@
-# `spine-c`
+# spine-c
 
-The `spine-c` runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using ANSI C. It does not perform rendering but can can be extended to enable Spine animations for any C-based language, such as C++ or Objective-C.
+The spine-c runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using ANSI C. It does not perform rendering but can can be extended to enable Spine animations for any C-based language, such as C++ or Objective-C.
 
 ## Setup
 
-Project files are provided for Visual C++ Express 2010.
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Project files are provided for Visual C++ Express 2010. You will need to create a new project and import the source for other IDEs.
 
-If `SPINE_SHORT_NAMES` is defined, the `sp` prefix for all structs and functions is optional.
+Alternatively, the contents of the `spine-c/src` and `spine-c/include` directories can be copied into your project. Be sure your header search is configured to find the contents of the `spine-c/include` directory. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
+
+If `SPINE_SHORT_NAMES` is defined, the `sp` prefix for all structs and functions is optional. Only use this if the spine-c names won't cause a conflict.
 
 ## Examples
 
@@ -14,19 +17,23 @@ If `SPINE_SHORT_NAMES` is defined, the `sp` prefix for all structs and functions
 
 ## Extension
 
-Extending `spine-c` requires implementing three methods:
+Extending spine-c requires implementing three methods:
+
+- `_spAtlasPage_createTexture` Loads a texture and stores it and its size in the `void* rendererObject`, `width` and `height` fields of an `spAtlasPage` struct.
+- `_spAtlasPage_disposeTexture` Disposes of a texture loaded with `_spAtlasPage_createTexture`.
+- `_spUtil_readFile` Reads a file. If this doesn't need to be customized, `_readFile` is provided which reads a file using `fopen`.
+
+With these implemented, the spine-c API can then be used to load Spine animation data. Rendering is done by enumerating the slots for a skeleton and rendering the attachment for each slot. Each attachment has a `rendererObject` field that is set when the attachment is loaded.
 
-- **`_spAtlasPage_createTexture`** Loads a texture and stores it in the `void* rendererObject` field of an `spAtlasPage` struct.
-- **`_spAtlasPage_disposeTexture`** Disposes of a texture loaded with `_spAtlasPage_createTexture`.
-- **`_spUtil_readFile`** Reads a file. If this doesn't need to be customized, `_readFile` is provided which reads a file using `fopen`.
+For example, `AtlasAttachmentLoader` is typically used to load attachments when using a Spine texture atlas. When `AtlasAttachmentLoader` loads a `RegionAttachment`, the attachment's `void* rendererObject` is set to an `AtlasRegion`. Rendering code can then obtain the `AtlasRegion` from the attachment, get the `AtlasPage` it belongs to, and get the page's `void* rendererObject`. This is the renderer specific texture object set by `_spAtlasPage_createTexture`. Attachment loading can be [customized](http://esotericsoftware.com/spine-using-runtimes/#attachmentloader) if not using `AtlasAttachmentLoader` or to provider different renderer specific data.
 
-This allows the `spine-c` API to be used to load Spine animation data. Rendering is done by iterating the slots of a skeleton and rendering the attachment for each slot. [`spine-sfml`](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-sfml/src/spine/spine-sfml.cpp#L39) serves as a simple example of extending `spine-c`.
+[spine-sfml](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-sfml/src/spine/spine-sfml.cpp#L39) serves as a simple example of extending spine-c.
 
-`spine-c` uses an OOP style of programming where each "class" is made up of a struct and a number of functions prefixed with the struct name. More detals about how this works are available in [extension.h](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-c/include/spine/extension.h#L2). This mechanism allows you to provide your own implementations for [spAttachmentLoader](http://esotericsoftware.com/spine-using-runtimes/#attachmentloader), `spAttachment` and `spTimeline`, if necessary.
+spine-c uses an OOP style of programming where each "class" is made up of a struct and a number of functions prefixed with the struct name. More detals about how this works are available in [extension.h](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-c/include/spine/extension.h#L2). This mechanism allows you to provide your own implementations for `spAttachmentLoader`, `spAttachment` and `spTimeline`, if necessary.
 
-## Runtimes Extending `spine-c`
+## Runtimes Extending spine-c
 
-- [`spine-cocos2d-iphone`](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2d-iphone)
-- [`spine-cocos2dx`](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx)
-- [`spine-sfml`](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-sfml)
-- [`spine-torque2d`](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-torque2d)
+- [spine-cocos2d-iphone](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2d-iphone)
+- [spine-cocos2dx](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx)
+- [spine-sfml](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-sfml)
+- [spine-torque2d](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-torque2d)

+ 15 - 1
spine-cocos2d-iphone/README.md

@@ -1,2 +1,16 @@
 
-https://github.com/ldomaradzki/spine-runtimes/blob/master/Spine-Cocos2d-iPhone.podspec
+# spine-cocos2d-iphone
+
+The spine-cocos2d-iphone runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-iphone](http://www.cocos2d-iphone.org/). spine-cocos2d-iphone is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
+
+## Setup
+
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Place the `cocos2dx` directory from a cocos2d-x (cocos2d-2.1rc0-x-2.1.2 or later) distribution into the `spine-cocos2dx` directory.
+1. Open the provided XCode (Mac) or Visual Studio Express 2012 (Windows) project file from the `example` directory. Build files are also provided for Android.
+
+Alternatively, the contents of the `spine-c/src`, `spine-c/include` and `spine-cocos2dx/src` directories can be copied into your project. Be sure your header search is configured to find the contents of the `spine-c/include` and `spine-cocos2dx/src` directories. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
+
+## Examples
+
+[Simple example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx/example/Classes/ExampleLayer.cpp#L18)

+ 18 - 0
spine-cocos2dx/README.md

@@ -0,0 +1,18 @@
+
+# spine-cocos2dx
+
+The spine-cocos2dx runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](http://www.cocos2d-x.org/). spine-cocos2dx is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
+
+## Setup
+
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Place the `cocos2d`, `CocosDenshion`, and `kazmath` directories from a cocos2d-iphone (v2.1-rc1 or later) distribution into the `spine-cocos2d-iphone/libs` directory.
+1. Open the provided XCode project file for iOS or Mac.
+
+## Examples
+
+[Simple example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2d-iphone/example/ExampleLayer.m#L13)
+
+## Links
+
+[podspec](https://github.com/ldomaradzki/spine-runtimes/blob/master/Spine-Cocos2d-iPhone.podspec)

+ 1 - 1
spine-turbulenz/README.md

@@ -1,6 +1,6 @@
 # spine-turbulenz
 
-The Spine runtime for [Turbulenz](http://biz.turbulenz.com/developers) is based on [spine-js](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-js).
+The spine-turbulenz runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using [Turbulenz](http://biz.turbulenz.com/developers). spine-turbulenz is based on [spine-js](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-js).
 
 ## Setup