main.cpp 27 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated July 28, 2023. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2023, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software or
  13. * otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
  27. * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #include <SFML/Graphics.hpp>
  30. #include <SFML/Window/Mouse.hpp>
  31. #include <iostream>
  32. #include <spine/Debug.h>
  33. #include <spine/spine-sfml.h>
  34. using namespace std;
  35. using namespace spine;
  36. #include <stdio.h>
  37. #include <stdlib.h>
  38. void callback(spAnimationState *state, spEventType type, spTrackEntry *entry, spEvent *event) {
  39. UNUSED(state);
  40. const char *animationName = (entry && entry->animation) ? entry->animation->name : 0;
  41. switch (type) {
  42. case SP_ANIMATION_START:
  43. printf("%d start: %s\n", entry->trackIndex, animationName);
  44. break;
  45. case SP_ANIMATION_INTERRUPT:
  46. printf("%d interrupt: %s\n", entry->trackIndex, animationName);
  47. break;
  48. case SP_ANIMATION_END:
  49. printf("%d end: %s\n", entry->trackIndex, animationName);
  50. break;
  51. case SP_ANIMATION_COMPLETE:
  52. printf("%d complete: %s\n", entry->trackIndex, animationName);
  53. break;
  54. case SP_ANIMATION_DISPOSE:
  55. printf("%d dispose: %s\n", entry->trackIndex, animationName);
  56. break;
  57. case SP_ANIMATION_EVENT:
  58. printf("%d event: %s, %s: %d, %f, %s %f %f\n", entry->trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
  59. event->stringValue, event->volume, event->balance);
  60. break;
  61. }
  62. fflush(stdout);
  63. }
  64. spSkeletonData *readSkeletonJsonData(const char *filename, spAtlas *atlas, float scale) {
  65. spSkeletonJson *json = spSkeletonJson_create(atlas);
  66. json->scale = scale;
  67. spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, filename);
  68. if (!skeletonData) {
  69. printf("%s\n", json->error);
  70. exit(0);
  71. }
  72. spSkeletonJson_dispose(json);
  73. return skeletonData;
  74. }
  75. spSkeletonData *readSkeletonBinaryData(const char *filename, spAtlas *atlas, float scale) {
  76. spSkeletonBinary *binary = spSkeletonBinary_create(atlas);
  77. binary->scale = scale;
  78. spSkeletonData *skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, filename);
  79. if (!skeletonData) {
  80. printf("%s\n", binary->error);
  81. exit(0);
  82. }
  83. spSkeletonBinary_dispose(binary);
  84. return skeletonData;
  85. }
  86. void testcase(void func(spSkeletonData *skeletonData, spAtlas *atlas),
  87. const char *jsonName, const char *binaryName, const char *atlasName,
  88. float scale) {
  89. spAtlas *atlas = spAtlas_createFromFile(atlasName, 0);
  90. spSkeletonData *skeletonData = readSkeletonJsonData(jsonName, atlas, scale);
  91. func(skeletonData, atlas);
  92. spSkeletonData_dispose(skeletonData);
  93. // skeletonData = readSkeletonBinaryData(binaryName, atlas, scale);
  94. // func(skeletonData, atlas);
  95. // spSkeletonData_dispose(skeletonData);
  96. spAtlas_dispose(atlas);
  97. UNUSED(jsonName);
  98. }
  99. void spineboy(spSkeletonData *skeletonData, spAtlas *atlas) {
  100. UNUSED(atlas);
  101. spSkeletonBounds *bounds = spSkeletonBounds_create();
  102. // Configure mixing.
  103. spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
  104. spAnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
  105. spAnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
  106. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData);
  107. drawable->timeScale = 1;
  108. drawable->setUsePremultipliedAlpha(true);
  109. spSkeleton *skeleton = drawable->skeleton;
  110. spSkeleton_setToSetupPose(skeleton);
  111. skeleton->x = 320;
  112. skeleton->y = 590;
  113. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  114. spSlot *headSlot = spSkeleton_findSlot(skeleton, "head");
  115. drawable->state->listener = callback;
  116. spAnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
  117. spAnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
  118. spAnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
  119. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - spineboy");
  120. window.setFramerateLimit(60);
  121. sf::Event event;
  122. sf::Clock deltaClock;
  123. while (window.isOpen()) {
  124. while (window.pollEvent(event))
  125. if (event.type == sf::Event::Closed) window.close();
  126. float delta = deltaClock.getElapsedTime().asSeconds();
  127. deltaClock.restart();
  128. spSkeletonBounds_update(bounds, skeleton, true);
  129. sf::Vector2i position = sf::Mouse::getPosition(window);
  130. if (spSkeletonBounds_containsPoint(bounds, (float) position.x, (float) position.y)) {
  131. headSlot->color.g = 0;
  132. headSlot->color.b = 0;
  133. } else {
  134. headSlot->color.g = 1;
  135. headSlot->color.b = 1;
  136. }
  137. drawable->update(delta, SP_PHYSICS_UPDATE);
  138. window.clear();
  139. window.draw(*drawable);
  140. window.display();
  141. }
  142. spSkeletonBounds_dispose(bounds);
  143. }
  144. void ikDemo(spSkeletonData *skeletonData, spAtlas *atlas) {
  145. UNUSED(atlas);
  146. // Create the SkeletonDrawable and position it
  147. spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
  148. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData);
  149. drawable->timeScale = 1;
  150. drawable->setUsePremultipliedAlpha(true);
  151. spSkeleton *skeleton = drawable->skeleton;
  152. skeleton->x = 320;
  153. skeleton->y = 590;
  154. // Queue the "walk" animation on the first track.
  155. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  156. // Queue the "aim" animation on a higher track.
  157. // It consists of a single frame that positions
  158. // the back arm and gun such that they point at
  159. // the "crosshair" bone. By setting this
  160. // animation on a higher track, it overrides
  161. // any changes to the back arm and gun made
  162. // by the walk animation, allowing us to
  163. // mix the two. The mouse position following
  164. // is performed in the render() method below.
  165. spAnimationState_setAnimationByName(drawable->state, 1, "aim", true);
  166. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - IK Demo");
  167. window.setFramerateLimit(60);
  168. sf::Event event;
  169. sf::Clock deltaClock;
  170. while (window.isOpen()) {
  171. while (window.pollEvent(event))
  172. if (event.type == sf::Event::Closed) window.close();
  173. float delta = deltaClock.getElapsedTime().asSeconds();
  174. deltaClock.restart();
  175. // Update and apply the animations to the skeleton,
  176. // then calculate the world transforms of every bone.
  177. // This is needed so we can call Bone#worldToLocal()
  178. // later.
  179. drawable->update(delta, SP_PHYSICS_UPDATE);
  180. // Position the "crosshair" bone at the mouse
  181. // location. We do this before calling
  182. // skeleton.updateWorldTransform() below, so
  183. // our change is incorporated before the IK
  184. // constraint is applied.
  185. //
  186. // When setting the crosshair bone position
  187. // to the mouse position, we need to translate
  188. // from "mouse space" to "local bone space". Note that the local
  189. // bone space is calculated using the bone's parent
  190. // worldToLocal() function!
  191. sf::Vector2i mouseCoords = sf::Mouse::getPosition(window);
  192. float boneCoordsX = 0, boneCoordsY = 0;
  193. spBone *crosshair = spSkeleton_findBone(drawable->skeleton, "crosshair");// Should be cached.
  194. spBone_worldToLocal(crosshair->parent, mouseCoords.x, mouseCoords.y, &boneCoordsX, &boneCoordsY);
  195. crosshair->x = boneCoordsX;
  196. crosshair->y = boneCoordsY;
  197. // Calculate final world transform with the
  198. // crosshair bone set to the mouse cursor
  199. // position.
  200. spSkeleton_updateWorldTransform(drawable->skeleton, SP_PHYSICS_UPDATE);
  201. window.clear();
  202. window.draw(*drawable);
  203. window.display();
  204. }
  205. }
  206. void goblins(spSkeletonData *skeletonData, spAtlas *atlas) {
  207. UNUSED(atlas);
  208. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  209. drawable->timeScale = 1;
  210. drawable->setUsePremultipliedAlpha(true);
  211. spSkeleton *skeleton = drawable->skeleton;
  212. spSkeleton_setSkinByName(skeleton, "goblingirl");
  213. spSkeleton_setSlotsToSetupPose(skeleton);
  214. skeleton->x = 320;
  215. skeleton->y = 590;
  216. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  217. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  218. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
  219. window.setFramerateLimit(60);
  220. sf::Event event;
  221. sf::Clock deltaClock;
  222. while (window.isOpen()) {
  223. while (window.pollEvent(event))
  224. if (event.type == sf::Event::Closed) window.close();
  225. float delta = deltaClock.getElapsedTime().asSeconds();
  226. deltaClock.restart();
  227. drawable->update(delta, SP_PHYSICS_UPDATE);
  228. window.clear();
  229. window.draw(*drawable);
  230. window.display();
  231. }
  232. }
  233. void raptor(spSkeletonData *skeletonData, spAtlas *atlas) {
  234. UNUSED(atlas);
  235. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  236. drawable->timeScale = 1;
  237. drawable->setUsePremultipliedAlpha(true);
  238. spSkeleton *skeleton = drawable->skeleton;
  239. skeleton->x = 320;
  240. skeleton->y = 590;
  241. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  242. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  243. spAnimationState_addAnimationByName(drawable->state, 1, "gun-grab", false, 2);
  244. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
  245. window.setFramerateLimit(60);
  246. sf::Event event;
  247. sf::Clock deltaClock;
  248. while (window.isOpen()) {
  249. while (window.pollEvent(event))
  250. if (event.type == sf::Event::Closed) window.close();
  251. float delta = deltaClock.getElapsedTime().asSeconds();
  252. deltaClock.restart();
  253. drawable->update(delta, SP_PHYSICS_UPDATE);
  254. window.clear();
  255. window.draw(*drawable);
  256. window.display();
  257. }
  258. }
  259. void tank(spSkeletonData *skeletonData, spAtlas *atlas) {
  260. UNUSED(atlas);
  261. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  262. drawable->timeScale = 1;
  263. drawable->setUsePremultipliedAlpha(true);
  264. spSkeleton *skeleton = drawable->skeleton;
  265. skeleton->x = 500;
  266. skeleton->y = 590;
  267. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  268. spAnimationState_setAnimationByName(drawable->state, 0, "drive", true);
  269. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank");
  270. window.setFramerateLimit(60);
  271. sf::Event event;
  272. sf::Clock deltaClock;
  273. while (window.isOpen()) {
  274. while (window.pollEvent(event))
  275. if (event.type == sf::Event::Closed) window.close();
  276. float delta = deltaClock.getElapsedTime().asSeconds();
  277. deltaClock.restart();
  278. drawable->update(delta, SP_PHYSICS_UPDATE);
  279. window.clear();
  280. window.draw(*drawable);
  281. window.display();
  282. }
  283. }
  284. void vine(spSkeletonData *skeletonData, spAtlas *atlas) {
  285. UNUSED(atlas);
  286. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  287. drawable->timeScale = 1;
  288. drawable->setUsePremultipliedAlpha(true);
  289. spSkeleton *skeleton = drawable->skeleton;
  290. skeleton->x = 320;
  291. skeleton->y = 590;
  292. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  293. spAnimationState_setAnimationByName(drawable->state, 0, "grow", true);
  294. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
  295. window.setFramerateLimit(60);
  296. sf::Event event;
  297. sf::Clock deltaClock;
  298. while (window.isOpen()) {
  299. while (window.pollEvent(event))
  300. if (event.type == sf::Event::Closed) window.close();
  301. float delta = deltaClock.getElapsedTime().asSeconds();
  302. deltaClock.restart();
  303. drawable->update(delta, SP_PHYSICS_UPDATE);
  304. window.clear();
  305. window.draw(*drawable);
  306. window.display();
  307. }
  308. }
  309. void stretchyman(spSkeletonData *skeletonData, spAtlas *atlas) {
  310. UNUSED(atlas);
  311. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  312. drawable->timeScale = 1;
  313. drawable->setUsePremultipliedAlpha(true);
  314. spSkeleton *skeleton = drawable->skeleton;
  315. skeleton->x = 100;
  316. skeleton->y = 590;
  317. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  318. spAnimationState_setAnimationByName(drawable->state, 0, "sneak", true);
  319. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman");
  320. window.setFramerateLimit(60);
  321. sf::Event event;
  322. sf::Clock deltaClock;
  323. while (window.isOpen()) {
  324. while (window.pollEvent(event))
  325. if (event.type == sf::Event::Closed) window.close();
  326. float delta = deltaClock.getElapsedTime().asSeconds();
  327. deltaClock.restart();
  328. drawable->update(delta, SP_PHYSICS_UPDATE);
  329. window.clear();
  330. window.draw(*drawable);
  331. window.display();
  332. }
  333. }
  334. void coin(spSkeletonData *skeletonData, spAtlas *atlas) {
  335. UNUSED(atlas);
  336. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  337. drawable->timeScale = 1;
  338. drawable->setUsePremultipliedAlpha(true);
  339. spSkeleton *skeleton = drawable->skeleton;
  340. skeleton->x = 320;
  341. skeleton->y = 320;
  342. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  343. spAnimationState_setAnimationByName(drawable->state, 0, "animation", true);
  344. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
  345. window.setFramerateLimit(60);
  346. sf::Event event;
  347. sf::Clock deltaClock;
  348. while (window.isOpen()) {
  349. while (window.pollEvent(event))
  350. if (event.type == sf::Event::Closed) window.close();
  351. float delta = deltaClock.getElapsedTime().asSeconds();
  352. deltaClock.restart();
  353. drawable->update(delta, SP_PHYSICS_UPDATE);
  354. window.clear();
  355. window.draw(*drawable);
  356. window.display();
  357. }
  358. }
  359. void dragon(spSkeletonData *skeletonData, spAtlas *atlas) {
  360. UNUSED(atlas);
  361. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  362. drawable->timeScale = 1;
  363. drawable->setUsePremultipliedAlpha(true);
  364. spSkeleton *skeleton = drawable->skeleton;
  365. skeleton->x = 320;
  366. skeleton->y = 320;
  367. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  368. spAnimationState_setAnimationByName(drawable->state, 0, "flying", true);
  369. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - dragon");
  370. window.setFramerateLimit(60);
  371. sf::Event event;
  372. sf::Clock deltaClock;
  373. while (window.isOpen()) {
  374. while (window.pollEvent(event))
  375. if (event.type == sf::Event::Closed) window.close();
  376. float delta = deltaClock.getElapsedTime().asSeconds();
  377. deltaClock.restart();
  378. drawable->update(delta, SP_PHYSICS_UPDATE);
  379. window.clear();
  380. window.draw(*drawable);
  381. window.display();
  382. }
  383. }
  384. void owl(spSkeletonData *skeletonData, spAtlas *atlas) {
  385. UNUSED(atlas);
  386. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  387. drawable->timeScale = 1;
  388. drawable->setUsePremultipliedAlpha(true);
  389. spSkeleton *skeleton = drawable->skeleton;
  390. skeleton->x = 320;
  391. skeleton->y = 400;
  392. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  393. spAnimationState_setAnimationByName(drawable->state, 0, "idle", true);
  394. spAnimationState_setAnimationByName(drawable->state, 1, "blink", true);
  395. spTrackEntry *left = spAnimationState_setAnimationByName(drawable->state, 2, "left", true);
  396. spTrackEntry *right = spAnimationState_setAnimationByName(drawable->state, 3, "right", true);
  397. spTrackEntry *up = spAnimationState_setAnimationByName(drawable->state, 4, "up", true);
  398. spTrackEntry *down = spAnimationState_setAnimationByName(drawable->state, 5, "down", true);
  399. left->alpha = 0;
  400. left->mixBlend = SP_MIX_BLEND_ADD;
  401. right->alpha = 0;
  402. right->mixBlend = SP_MIX_BLEND_ADD;
  403. up->alpha = 0;
  404. up->mixBlend = SP_MIX_BLEND_ADD;
  405. down->alpha = 0;
  406. down->mixBlend = SP_MIX_BLEND_ADD;
  407. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - owl");
  408. window.setFramerateLimit(60);
  409. sf::Event event;
  410. sf::Clock deltaClock;
  411. while (window.isOpen()) {
  412. while (window.pollEvent(event)) {
  413. if (event.type == sf::Event::Closed) window.close();
  414. if (event.type == sf::Event::MouseMoved) {
  415. float x = event.mouseMove.x / 640.0f;
  416. left->alpha = (MAX(x, 0.5f) - 0.5f) * 2;
  417. right->alpha = (0.5f - MIN(x, 0.5f)) * 2;
  418. float y = event.mouseMove.y / 640.0f;
  419. down->alpha = (MAX(y, 0.5f) - 0.5f) * 2;
  420. up->alpha = (0.5f - MIN(y, 0.5f)) * 2;
  421. }
  422. }
  423. float delta = deltaClock.getElapsedTime().asSeconds();
  424. deltaClock.restart();
  425. spSkeleton_setToSetupPose(drawable->skeleton);
  426. drawable->update(delta, SP_PHYSICS_UPDATE);
  427. window.clear();
  428. window.draw(*drawable);
  429. window.display();
  430. }
  431. }
  432. /**
  433. * Used for debugging purposes during runtime development
  434. */
  435. void test(spSkeletonData *skeletonData, spAtlas *atlas) {
  436. UNUSED(atlas);
  437. spSkeleton *skeleton = spSkeleton_create(skeletonData);
  438. spAnimationStateData *animData = spAnimationStateData_create(skeletonData);
  439. spAnimationState *animState = spAnimationState_create(animData);
  440. spAnimationState_setAnimationByName(animState, 0, "drive", true);
  441. float d = 3;
  442. for (int i = 0; i < 1; i++) {
  443. spAnimationState_update(animState, d);
  444. spAnimationState_apply(animState, skeleton);
  445. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  446. for (int ii = 0; ii < skeleton->bonesCount; ii++) {
  447. spBone *bone = skeleton->bones[ii];
  448. printf("%s %f %f %f %f %f %f\n", bone->data->name, bone->a, bone->b, bone->c, bone->d, bone->worldX, bone->worldY);
  449. }
  450. printf("========================================\n");
  451. d += 0.1f;
  452. }
  453. spSkeleton_dispose(skeleton);
  454. }
  455. void testSkinsApi(spSkeletonData *skeletonData, spAtlas *atlas) {
  456. UNUSED(atlas);
  457. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  458. drawable->timeScale = 1;
  459. drawable->setUsePremultipliedAlpha(true);
  460. spSkeleton *skeleton = drawable->skeleton;
  461. spSkin *skin = spSkin_create("test-skin");
  462. spSkin_copySkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
  463. // spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
  464. spSkeleton_setSkin(skeleton, skin);
  465. spSkeleton_setSlotsToSetupPose(skeleton);
  466. skeleton->x = 320;
  467. skeleton->y = 590;
  468. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  469. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  470. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - skins api");
  471. window.setFramerateLimit(60);
  472. sf::Event event;
  473. sf::Clock deltaClock;
  474. while (window.isOpen()) {
  475. while (window.pollEvent(event))
  476. if (event.type == sf::Event::Closed) window.close();
  477. float delta = deltaClock.getElapsedTime().asSeconds();
  478. deltaClock.restart();
  479. drawable->update(delta, SP_PHYSICS_UPDATE);
  480. window.clear();
  481. window.draw(*drawable);
  482. window.display();
  483. }
  484. spSkin_clear(skin);
  485. spSkin_dispose(skin);
  486. }
  487. void testMixAndMatch(spSkeletonData *skeletonData, spAtlas *atlas) {
  488. UNUSED(atlas);
  489. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  490. drawable->timeScale = 1;
  491. drawable->setUsePremultipliedAlpha(true);
  492. spSkeleton *skeleton = drawable->skeleton;
  493. // Create a new skin, by mixing and matching other skins
  494. // that fit together. Items making up the girl are individual
  495. // skins. Using the skin API, a new skin is created which is
  496. // a combination of all these individual item skins.
  497. spSkin *skin = spSkin_create("mix-and-match");
  498. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "skin-base"));
  499. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "nose/short"));
  500. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyelids/girly"));
  501. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyes/violet"));
  502. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "hair/brown"));
  503. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "clothes/hoodie-orange"));
  504. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "legs/pants-jeans"));
  505. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/bag"));
  506. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/hat-red-yellow"));
  507. spSkeleton_setSkin(skeleton, skin);
  508. spSkeleton_setSlotsToSetupPose(skeleton);
  509. skeleton->x = 320;
  510. skeleton->y = 590;
  511. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  512. spAnimationState_setAnimationByName(drawable->state, 0, "dance", true);
  513. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - mix and match");
  514. window.setFramerateLimit(60);
  515. sf::Event event;
  516. sf::Clock deltaClock;
  517. while (window.isOpen()) {
  518. while (window.pollEvent(event))
  519. if (event.type == sf::Event::Closed) window.close();
  520. float delta = deltaClock.getElapsedTime().asSeconds();
  521. deltaClock.restart();
  522. drawable->update(delta, SP_PHYSICS_UPDATE);
  523. window.clear();
  524. window.draw(*drawable);
  525. window.display();
  526. }
  527. spSkin_clear(skin);
  528. spSkin_dispose(skin);
  529. }
  530. void cloudpot(spSkeletonData *skeletonData, spAtlas *atlas) {
  531. UNUSED(atlas);
  532. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  533. drawable->timeScale = 1;
  534. drawable->setUsePremultipliedAlpha(true);
  535. spSkeleton *skeleton = drawable->skeleton;
  536. skeleton->x = 320;
  537. skeleton->y = 480;
  538. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  539. spAnimationState_setAnimationByName(drawable->state, 0, "playing-in-the-rain", true);
  540. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - cloudpot");
  541. window.setFramerateLimit(60);
  542. sf::Event event;
  543. sf::Clock deltaClock;
  544. while (window.isOpen()) {
  545. while (window.pollEvent(event))
  546. if (event.type == sf::Event::Closed) window.close();
  547. float delta = deltaClock.getElapsedTime().asSeconds();
  548. deltaClock.restart();
  549. drawable->update(delta, SP_PHYSICS_UPDATE);
  550. window.clear();
  551. window.draw(*drawable);
  552. window.display();
  553. }
  554. }
  555. void sack(spSkeletonData *skeletonData, spAtlas *atlas) {
  556. UNUSED(atlas);
  557. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  558. drawable->timeScale = 1;
  559. drawable->setUsePremultipliedAlpha(true);
  560. spSkeleton *skeleton = drawable->skeleton;
  561. skeleton->x = 320;
  562. skeleton->y = 480;
  563. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  564. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  565. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - sack");
  566. window.setFramerateLimit(60);
  567. sf::Event event;
  568. sf::Clock deltaClock;
  569. while (window.isOpen()) {
  570. while (window.pollEvent(event))
  571. if (event.type == sf::Event::Closed) window.close();
  572. float delta = deltaClock.getElapsedTime().asSeconds();
  573. deltaClock.restart();
  574. drawable->update(delta, SP_PHYSICS_UPDATE);
  575. window.clear();
  576. window.draw(*drawable);
  577. window.display();
  578. }
  579. }
  580. void snowglobe(spSkeletonData *skeletonData, spAtlas *atlas) {
  581. UNUSED(atlas);
  582. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  583. drawable->timeScale = 1;
  584. drawable->setUsePremultipliedAlpha(true);
  585. spSkeleton *skeleton = drawable->skeleton;
  586. skeleton->x = 320;
  587. skeleton->y = 480;
  588. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  589. spAnimationState_setAnimationByName(drawable->state, 0, "shake", true);
  590. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - snowglobe");
  591. window.setFramerateLimit(60);
  592. sf::Event event;
  593. sf::Clock deltaClock;
  594. while (window.isOpen()) {
  595. while (window.pollEvent(event))
  596. if (event.type == sf::Event::Closed) window.close();
  597. float delta = deltaClock.getElapsedTime().asSeconds();
  598. deltaClock.restart();
  599. drawable->update(delta, SP_PHYSICS_UPDATE);
  600. window.clear();
  601. window.draw(*drawable);
  602. window.display();
  603. }
  604. }
  605. void celestialCircus(spSkeletonData *skeletonData, spAtlas *atlas) {
  606. UNUSED(atlas);
  607. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  608. drawable->timeScale = 1;
  609. drawable->setUsePremultipliedAlpha(true);
  610. spSkeleton *skeleton = drawable->skeleton;
  611. skeleton->x = 320;
  612. skeleton->y = 480;
  613. spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
  614. spAnimationState_setAnimationByName(drawable->state, 0, "swing", true);
  615. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - celestrial circus");
  616. window.setFramerateLimit(60);
  617. sf::Event event;
  618. sf::Clock deltaClock;
  619. while (window.isOpen()) {
  620. while (window.pollEvent(event))
  621. if (event.type == sf::Event::Closed) window.close();
  622. float delta = deltaClock.getElapsedTime().asSeconds();
  623. deltaClock.restart();
  624. drawable->update(delta, SP_PHYSICS_UPDATE);
  625. window.clear();
  626. window.draw(*drawable);
  627. window.display();
  628. }
  629. }
  630. int main() {
  631. testcase(cloudpot, "data/cloud-pot.json", "data/cloud-pot.skel", "data/cloud-pot-pma.atlas", 0.2);
  632. testcase(sack, "data/sack-pro.json", "data/sack-pro.skel", "data/sack-pma.atlas", 0.2f);
  633. testcase(celestialCircus, "data/celestial-circus-pro.json", "data/celestial-circus-pro.skel", "data/celestial-circus-pma.atlas", 0.2f);
  634. testcase(snowglobe, "data/snowglobe-pro.json", "data/snowglobe-pro.skel", "data/snowglobe-pma.atlas", 0.2f);
  635. testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
  636. testcase(dragon, "data/dragon-ess.json", "data/dragon-ess.skel", "data/dragon-pma.atlas", 0.6f);
  637. testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  638. testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  639. testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f);
  640. testcase(testMixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f);
  641. testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 1.0f);
  642. testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f);
  643. testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine-pma.atlas", 0.5f);
  644. testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 0.2f);
  645. testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
  646. testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman-pma.atlas", 0.6f);
  647. testcase(testSkinsApi, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
  648. return 0;
  649. }