/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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 #include #include #include #include using namespace std; using namespace spine; #include #include void callback(spAnimationState *state, spEventType type, spTrackEntry *entry, spEvent *event) { UNUSED(state); const char *animationName = (entry && entry->animation) ? entry->animation->name : 0; switch (type) { case SP_ANIMATION_START: printf("%d start: %s\n", entry->trackIndex, animationName); break; case SP_ANIMATION_INTERRUPT: printf("%d interrupt: %s\n", entry->trackIndex, animationName); break; case SP_ANIMATION_END: printf("%d end: %s\n", entry->trackIndex, animationName); break; case SP_ANIMATION_COMPLETE: printf("%d complete: %s\n", entry->trackIndex, animationName); break; case SP_ANIMATION_DISPOSE: printf("%d dispose: %s\n", entry->trackIndex, animationName); break; case SP_ANIMATION_EVENT: printf("%d event: %s, %s: %d, %f, %s %f %f\n", entry->trackIndex, animationName, event->data->name, event->intValue, event->floatValue, event->stringValue, event->volume, event->balance); break; } fflush(stdout); } spSkeletonData *readSkeletonJsonData(const char *filename, spAtlas *atlas, float scale) { spSkeletonJson *json = spSkeletonJson_create(atlas); json->scale = scale; spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, filename); if (!skeletonData) { printf("%s\n", json->error); exit(0); } spSkeletonJson_dispose(json); return skeletonData; } spSkeletonData *readSkeletonBinaryData(const char *filename, spAtlas *atlas, float scale) { spSkeletonBinary *binary = spSkeletonBinary_create(atlas); binary->scale = scale; spSkeletonData *skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, filename); if (!skeletonData) { printf("%s\n", binary->error); exit(0); } spSkeletonBinary_dispose(binary); return skeletonData; } void testcase(void func(spSkeletonData *skeletonData, spAtlas *atlas), const char *jsonName, const char *binaryName, const char *atlasName, float scale) { spAtlas *atlas = spAtlas_createFromFile(atlasName, 0); spSkeletonData *skeletonData = readSkeletonJsonData(jsonName, atlas, scale); func(skeletonData, atlas); spSkeletonData_dispose(skeletonData); skeletonData = readSkeletonBinaryData(binaryName, atlas, scale); func(skeletonData, atlas); spSkeletonData_dispose(skeletonData); spAtlas_dispose(atlas); } void spineboy(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); spSkeletonBounds *bounds = spSkeletonBounds_create(); // Configure mixing. spAnimationStateData *stateData = spAnimationStateData_create(skeletonData); spAnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f); spAnimationStateData_setMixByName(stateData, "jump", "run", 0.2f); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; spSkeleton_setToSetupPose(skeleton); skeleton->x = 320; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spSlot *headSlot = spSkeleton_findSlot(skeleton, "head"); drawable->state->listener = callback; spAnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0); spAnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3); spAnimationState_addAnimationByName(drawable->state, 0, "run", true, 0); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - spineboy"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); spSkeletonBounds_update(bounds, skeleton, true); sf::Vector2i position = sf::Mouse::getPosition(window); if (spSkeletonBounds_containsPoint(bounds, (float) position.x, (float) position.y)) { headSlot->color.g = 0; headSlot->color.b = 0; } else { headSlot->color.g = 1; headSlot->color.b = 1; } drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } spSkeletonBounds_dispose(bounds); } void ikDemo(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); // Create the SkeletonDrawable and position it spAnimationStateData *stateData = spAnimationStateData_create(skeletonData); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; skeleton->x = 320; skeleton->y = 590; // Queue the "walk" animation on the first track. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true); // Queue the "aim" animation on a higher track. // It consists of a single frame that positions // the back arm and gun such that they point at // the "crosshair" bone. By setting this // animation on a higher track, it overrides // any changes to the back arm and gun made // by the walk animation, allowing us to // mix the two. The mouse position following // is performed in the render() method below. spAnimationState_setAnimationByName(drawable->state, 1, "aim", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - IK Demo"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); // Update and apply the animations to the skeleton, // then calculate the world transforms of every bone. // This is needed so we can call Bone#worldToLocal() // later. drawable->update(delta); // Position the "crosshair" bone at the mouse // location. We do this before calling // skeleton.updateWorldTransform() below, so // our change is incorporated before the IK // constraint is applied. // // When setting the crosshair bone position // to the mouse position, we need to translate // from "mouse space" to "local bone space". Note that the local // bone space is calculated using the bone's parent // worldToLocal() function! sf::Vector2i mouseCoords = sf::Mouse::getPosition(window); float boneCoordsX = 0, boneCoordsY = 0; spBone *crosshair = spSkeleton_findBone(drawable->skeleton, "crosshair");// Should be cached. spBone_worldToLocal(crosshair->parent, mouseCoords.x, mouseCoords.y, &boneCoordsX, &boneCoordsY); crosshair->x = boneCoordsX; crosshair->y = boneCoordsY; // Calculate final world transform with the // crosshair bone set to the mouse cursor // position. spSkeleton_updateWorldTransform(drawable->skeleton); window.clear(); window.draw(*drawable); window.display(); } } void goblins(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; spSkeleton_setSkinByName(skeleton, "goblingirl"); spSkeleton_setSlotsToSetupPose(skeleton); skeleton->x = 320; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "walk", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } } void raptor(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSwirlVertexEffect *effect = spSwirlVertexEffect_create(400); effect->centerY = -200; drawable->vertexEffect = &effect->super; spSkeleton *skeleton = drawable->skeleton; skeleton->x = 320; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "walk", true); spAnimationState_addAnimationByName(drawable->state, 1, "gun-grab", false, 2); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; float swirlTime = 0; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); swirlTime += delta; float percent = (float) fmod(swirlTime, 2); if (percent > 1) percent = 1 - (percent - 1); effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } spSwirlVertexEffect_dispose(effect); } void tank(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; skeleton->x = 500; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "drive", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } } void vine(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; skeleton->x = 320; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "grow", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } } void stretchyman(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; skeleton->x = 100; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "sneak", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } } void coin(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; skeleton->x = 320; skeleton->y = 320; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "animation", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } } void owl(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; skeleton->x = 320; skeleton->y = 400; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "idle", true); spAnimationState_setAnimationByName(drawable->state, 1, "blink", true); spTrackEntry *left = spAnimationState_setAnimationByName(drawable->state, 2, "left", true); spTrackEntry *right = spAnimationState_setAnimationByName(drawable->state, 3, "right", true); spTrackEntry *up = spAnimationState_setAnimationByName(drawable->state, 4, "up", true); spTrackEntry *down = spAnimationState_setAnimationByName(drawable->state, 5, "down", true); left->alpha = 0; left->mixBlend = SP_MIX_BLEND_ADD; right->alpha = 0; right->mixBlend = SP_MIX_BLEND_ADD; up->alpha = 0; up->mixBlend = SP_MIX_BLEND_ADD; down->alpha = 0; down->mixBlend = SP_MIX_BLEND_ADD; sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - owl"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) window.close(); if (event.type == sf::Event::MouseMoved) { float x = event.mouseMove.x / 640.0f; left->alpha = (MAX(x, 0.5f) - 0.5f) * 2; right->alpha = (0.5f - MIN(x, 0.5f)) * 2; float y = event.mouseMove.y / 640.0f; down->alpha = (MAX(y, 0.5f) - 0.5f) * 2; up->alpha = (0.5f - MIN(y, 0.5f)) * 2; } } float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } } /** * Used for debugging purposes during runtime development */ void test(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); spSkeleton *skeleton = spSkeleton_create(skeletonData); spAnimationStateData *animData = spAnimationStateData_create(skeletonData); spAnimationState *animState = spAnimationState_create(animData); spAnimationState_setAnimationByName(animState, 0, "drive", true); float d = 3; for (int i = 0; i < 1; i++) { spSkeleton_update(skeleton, d); spAnimationState_update(animState, d); spAnimationState_apply(animState, skeleton); spSkeleton_updateWorldTransform(skeleton); for (int ii = 0; ii < skeleton->bonesCount; ii++) { spBone *bone = skeleton->bones[ii]; printf("%s %f %f %f %f %f %f\n", bone->data->name, bone->a, bone->b, bone->c, bone->d, bone->worldX, bone->worldY); } printf("========================================\n"); d += 0.1f; } spSkeleton_dispose(skeleton); } void testSkinsApi(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; spSkin *skin = spSkin_create("test-skin"); spSkin_copySkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl")); // spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl")); spSkeleton_setSkin(skeleton, skin); spSkeleton_setSlotsToSetupPose(skeleton); skeleton->x = 320; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "walk", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - skins api"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } spSkin_clear(skin); spSkin_dispose(skin); } void testMixAndMatch(spSkeletonData *skeletonData, spAtlas *atlas) { UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); spSkeleton *skeleton = drawable->skeleton; // Create a new skin, by mixing and matching other skins // that fit together. Items making up the girl are individual // skins. Using the skin API, a new skin is created which is // a combination of all these individual item skins. spSkin *skin = spSkin_create("mix-and-match"); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "skin-base")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "nose/short")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyelids/girly")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyes/violet")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "hair/brown")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "clothes/hoodie-orange")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "legs/pants-jeans")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/bag")); spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/hat-red-yellow")); spSkeleton_setSkin(skeleton, skin); spSkeleton_setSlotsToSetupPose(skeleton); skeleton->x = 320; skeleton->y = 590; spSkeleton_updateWorldTransform(skeleton); spAnimationState_setAnimationByName(drawable->state, 0, "dance", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - mix and match"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } spSkin_clear(skin); spSkin_dispose(skin); } int main() { testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f); testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f); testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f); testcase(testMixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f); testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 1.0f); testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f); testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine-pma.atlas", 0.5f); testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 0.2f); testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f); testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f); testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman-pma.atlas", 0.6f); testcase(testSkinsApi, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f); return 0; }