/****************************************************************************** * 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 template unique_ptr make_unique_test(Args &&...args) { return unique_ptr(new T(forward(args)...)); } void callback(AnimationState *state, EventType type, TrackEntry *entry, Event *event) { SP_UNUSED(state); const String &animationName = (entry && entry->getAnimation()) ? entry->getAnimation()->getName() : String(""); switch (type) { case EventType_Start: printf("%d start: %s\n", entry->getTrackIndex(), animationName.buffer()); break; case EventType_Interrupt: printf("%d interrupt: %s\n", entry->getTrackIndex(), animationName.buffer()); break; case EventType_End: printf("%d end: %s\n", entry->getTrackIndex(), animationName.buffer()); break; case EventType_Complete: printf("%d complete: %s\n", entry->getTrackIndex(), animationName.buffer()); break; case EventType_Dispose: printf("%d dispose: %s\n", entry->getTrackIndex(), animationName.buffer()); break; case EventType_Event: printf("%d event: %s, %s: %d, %f, %s %f %f\n", entry->getTrackIndex(), animationName.buffer(), event->getData().getName().buffer(), event->getIntValue(), event->getFloatValue(), event->getStringValue().buffer(), event->getVolume(), event->getBalance()); break; } fflush(stdout); } shared_ptr readSkeletonJsonData(const String &filename, Atlas *atlas, float scale) { SkeletonJson json(atlas); json.setScale(scale); auto skeletonData = json.readSkeletonDataFile(filename); if (!skeletonData) { printf("%s\n", json.getError().buffer()); exit(0); } return shared_ptr(skeletonData); } shared_ptr readSkeletonBinaryData(const char *filename, Atlas *atlas, float scale) { SkeletonBinary binary(atlas); binary.setScale(scale); auto skeletonData = binary.readSkeletonDataFile(filename); if (!skeletonData) { printf("%s\n", binary.getError().buffer()); exit(0); } return shared_ptr(skeletonData); } void testcase(void func(SkeletonData *skeletonData, Atlas *atlas), const char *jsonName, const char *binaryName, const char *atlasName, float scale) { SP_UNUSED(jsonName); SFMLTextureLoader textureLoader; auto atlas = make_unique_test(atlasName, &textureLoader); auto skeletonData = readSkeletonJsonData(jsonName, atlas.get(), scale); func(skeletonData.get(), atlas.get());// skeletonData = readSkeletonBinaryData(binaryName, atlas.get(), scale); func(skeletonData.get(), atlas.get()); } void spineboy(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonBounds bounds; // Configure mixing. AnimationStateData stateData(skeletonData); stateData.setMix("walk", "jump", 0.2f); stateData.setMix("jump", "run", 0.2f); SkeletonDrawable drawable(skeletonData, &stateData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; skeleton->setToSetupPose(); skeleton->setPosition(320, 590); skeleton->updateWorldTransform(); Slot *headSlot = skeleton->findSlot("head"); drawable.state->setListener(callback); drawable.state->addAnimation(0, "walk", true, 0); drawable.state->addAnimation(0, "jump", false, 3); drawable.state->addAnimation(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(); bounds.update(*skeleton, true); sf::Vector2i position = sf::Mouse::getPosition(window); if (bounds.containsPoint((float) position.x, (float) position.y)) { headSlot->getColor().g = 0; headSlot->getColor().b = 0; } else { headSlot->getColor().g = 1; headSlot->getColor().b = 1; } drawable.update(delta); window.clear(); window.draw(drawable); window.display(); } } void ikDemo(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonBounds bounds; // Create the SkeletonDrawable and position it AnimationStateData stateData(skeletonData); SkeletonDrawable drawable(skeletonData, &stateData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); drawable.skeleton->setPosition(320, 590); // Queue the "walk" animation on the first track. drawable.state->setAnimation(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. drawable.state->setAnimation(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; Bone *crosshair = drawable.skeleton->findBone("crosshair");// Should be cached. crosshair->getParent()->worldToLocal(mouseCoords.x, mouseCoords.y, boneCoordsX, boneCoordsY); crosshair->setX(boneCoordsX); crosshair->setY(boneCoordsY); // Calculate final world transform with the // crosshair bone set to the mouse cursor // position. drawable.skeleton->updateWorldTransform(); window.clear(); window.draw(drawable); window.display(); } } void goblins(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; skeleton->setSkin("goblingirl"); skeleton->setSlotsToSetupPose(); skeleton->setPosition(320, 590); skeleton->updateWorldTransform(); drawable.state->setAnimation(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(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); PowInterpolation pow2(2); PowOutInterpolation powOut2(2); SwirlVertexEffect effect(400, powOut2); effect.setCenterY(-200); drawable.vertexEffect = &effect; Skeleton *skeleton = drawable.skeleton; skeleton->setPosition(320, 590); skeleton->updateWorldTransform(); drawable.state->setAnimation(0, "walk", true); drawable.state->addAnimation(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 = MathUtil::fmod(swirlTime, 2); if (percent > 1) percent = 1 - (percent - 1); effect.setAngle(pow2.interpolate(-60.0f, 60.0f, percent)); drawable.update(delta); window.clear(); window.draw(drawable); window.display(); } } void tank(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; skeleton->setPosition(500, 590); skeleton->updateWorldTransform(); drawable.state->setAnimation(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(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; skeleton->setPosition(320, 590); skeleton->updateWorldTransform(); drawable.state->setAnimation(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(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; skeleton->setPosition(100, 590); skeleton->updateWorldTransform(); drawable.state->setAnimation(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 stretchymanStrechyIk(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; drawable->setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable->skeleton; skeleton->setPosition(100, 590); skeleton->updateWorldTransform(); drawable->state->setAnimation(0, "sneak", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman Stretchy IK"); 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(); } delete drawable; } void coin(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; skeleton->setPosition(320, 320); skeleton->updateWorldTransform(); drawable.state->setAnimation(0, "animation", true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - coin"); 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(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; skeleton->setPosition(320, 400); skeleton->updateWorldTransform(); drawable.state->setAnimation(0, "idle", true); drawable.state->setAnimation(1, "blink", true); TrackEntry *left = drawable.state->setAnimation(2, "left", true); TrackEntry *right = drawable.state->setAnimation(3, "right", true); TrackEntry *up = drawable.state->setAnimation(4, "up", true); TrackEntry *down = drawable.state->setAnimation(5, "down", true); left->setAlpha(0); left->setMixBlend(MixBlend_Add); right->setAlpha(0); right->setMixBlend(MixBlend_Add); up->setAlpha(0); up->setMixBlend(MixBlend_Add); down->setAlpha(0); down->setMixBlend(MixBlend_Add); // drawable.state->setAnimation(5, "blink", true); 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->setAlpha((MathUtil::max(x, 0.5f) - 0.5f) * 2); right->setAlpha((0.5f - MathUtil::min(x, 0.5f)) * 2); float y = event.mouseMove.y / 640.0f; down->setAlpha((MathUtil::max(y, 0.5f) - 0.5f) * 2); up->setAlpha((0.5f - MathUtil::min(y, 0.5f)) * 2); } } float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable.update(delta); window.clear(); window.draw(drawable); window.display(); } } void mixAndMatch(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); SkeletonDrawable drawable(skeletonData); drawable.timeScale = 1; drawable.setUsePremultipliedAlpha(true); Skeleton *skeleton = drawable.skeleton; Skin skin("mix-and-match"); skin.addSkin(skeletonData->findSkin("skin-base")); skin.addSkin(skeletonData->findSkin("nose/short")); skin.addSkin(skeletonData->findSkin("eyelids/girly")); skin.addSkin(skeletonData->findSkin("eyes/violet")); skin.addSkin(skeletonData->findSkin("hair/brown")); skin.addSkin(skeletonData->findSkin("clothes/hoodie-orange")); skin.addSkin(skeletonData->findSkin("legs/pants-jeans")); skin.addSkin(skeletonData->findSkin("accessories/bag")); skin.addSkin(skeletonData->findSkin("accessories/hat-red-yellow")); skeleton->setSkin(&skin); skeleton->setSlotsToSetupPose(); skeleton->setPosition(320, 590); skeleton->updateWorldTransform(); drawable.state->setAnimation(0, "dance", 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(); } } /** * Used for debugging purposes during runtime development */ void test(SkeletonData *skeletonData, Atlas *atlas) { SP_UNUSED(atlas); Skeleton skeleton(skeletonData); AnimationStateData animationStateData(skeletonData); AnimationState animationState(&animationStateData); animationState.setAnimation(0, "idle", true); float d = 3; for (int i = 0; i < 1; i++) { animationState.update(d); animationState.apply(skeleton); skeleton.updateWorldTransform(); d += 0.1f; } } DebugExtension dbgExtension(SpineExtension::getInstance()); int main() { SpineExtension::setInstance(&dbgExtension); testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f); testcase(mixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f); testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f); testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f); testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f); testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-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); dbgExtension.reportLeaks(); return 0; }