main.cpp 21 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, 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
  13. * or 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
  27. * THE 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. }
  98. void spineboy(spSkeletonData *skeletonData, spAtlas *atlas) {
  99. UNUSED(atlas);
  100. spSkeletonBounds *bounds = spSkeletonBounds_create();
  101. // Configure mixing.
  102. spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
  103. spAnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
  104. spAnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
  105. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData);
  106. drawable->timeScale = 1;
  107. drawable->setUsePremultipliedAlpha(true);
  108. spSkeleton *skeleton = drawable->skeleton;
  109. spSkeleton_setToSetupPose(skeleton);
  110. skeleton->x = 320;
  111. skeleton->y = 590;
  112. spSkeleton_updateWorldTransform(skeleton);
  113. spSlot *headSlot = spSkeleton_findSlot(skeleton, "head");
  114. drawable->state->listener = callback;
  115. spAnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
  116. spAnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
  117. spAnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
  118. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - spineboy");
  119. window.setFramerateLimit(60);
  120. sf::Event event;
  121. sf::Clock deltaClock;
  122. while (window.isOpen()) {
  123. while (window.pollEvent(event))
  124. if (event.type == sf::Event::Closed) window.close();
  125. float delta = deltaClock.getElapsedTime().asSeconds();
  126. deltaClock.restart();
  127. spSkeletonBounds_update(bounds, skeleton, true);
  128. sf::Vector2i position = sf::Mouse::getPosition(window);
  129. if (spSkeletonBounds_containsPoint(bounds, (float) position.x, (float) position.y)) {
  130. headSlot->color.g = 0;
  131. headSlot->color.b = 0;
  132. } else {
  133. headSlot->color.g = 1;
  134. headSlot->color.b = 1;
  135. }
  136. drawable->update(delta);
  137. window.clear();
  138. window.draw(*drawable);
  139. window.display();
  140. }
  141. spSkeletonBounds_dispose(bounds);
  142. }
  143. void ikDemo(spSkeletonData *skeletonData, spAtlas *atlas) {
  144. UNUSED(atlas);
  145. // Create the SkeletonDrawable and position it
  146. spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
  147. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData);
  148. drawable->timeScale = 1;
  149. drawable->setUsePremultipliedAlpha(true);
  150. spSkeleton *skeleton = drawable->skeleton;
  151. skeleton->x = 320;
  152. skeleton->y = 590;
  153. // Queue the "walk" animation on the first track.
  154. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  155. // Queue the "aim" animation on a higher track.
  156. // It consists of a single frame that positions
  157. // the back arm and gun such that they point at
  158. // the "crosshair" bone. By setting this
  159. // animation on a higher track, it overrides
  160. // any changes to the back arm and gun made
  161. // by the walk animation, allowing us to
  162. // mix the two. The mouse position following
  163. // is performed in the render() method below.
  164. spAnimationState_setAnimationByName(drawable->state, 1, "aim", true);
  165. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - IK Demo");
  166. window.setFramerateLimit(60);
  167. sf::Event event;
  168. sf::Clock deltaClock;
  169. while (window.isOpen()) {
  170. while (window.pollEvent(event))
  171. if (event.type == sf::Event::Closed) window.close();
  172. float delta = deltaClock.getElapsedTime().asSeconds();
  173. deltaClock.restart();
  174. // Update and apply the animations to the skeleton,
  175. // then calculate the world transforms of every bone.
  176. // This is needed so we can call Bone#worldToLocal()
  177. // later.
  178. drawable->update(delta);
  179. // Position the "crosshair" bone at the mouse
  180. // location. We do this before calling
  181. // skeleton.updateWorldTransform() below, so
  182. // our change is incorporated before the IK
  183. // constraint is applied.
  184. //
  185. // When setting the crosshair bone position
  186. // to the mouse position, we need to translate
  187. // from "mouse space" to "local bone space". Note that the local
  188. // bone space is calculated using the bone's parent
  189. // worldToLocal() function!
  190. sf::Vector2i mouseCoords = sf::Mouse::getPosition(window);
  191. float boneCoordsX = 0, boneCoordsY = 0;
  192. spBone *crosshair = spSkeleton_findBone(drawable->skeleton, "crosshair");// Should be cached.
  193. spBone_worldToLocal(crosshair->parent, mouseCoords.x, mouseCoords.y, &boneCoordsX, &boneCoordsY);
  194. crosshair->x = boneCoordsX;
  195. crosshair->y = boneCoordsY;
  196. // Calculate final world transform with the
  197. // crosshair bone set to the mouse cursor
  198. // position.
  199. spSkeleton_updateWorldTransform(drawable->skeleton);
  200. window.clear();
  201. window.draw(*drawable);
  202. window.display();
  203. }
  204. }
  205. void goblins(spSkeletonData *skeletonData, spAtlas *atlas) {
  206. UNUSED(atlas);
  207. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  208. drawable->timeScale = 1;
  209. drawable->setUsePremultipliedAlpha(true);
  210. spSkeleton *skeleton = drawable->skeleton;
  211. spSkeleton_setSkinByName(skeleton, "goblingirl");
  212. spSkeleton_setSlotsToSetupPose(skeleton);
  213. skeleton->x = 320;
  214. skeleton->y = 590;
  215. spSkeleton_updateWorldTransform(skeleton);
  216. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  217. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
  218. window.setFramerateLimit(60);
  219. sf::Event event;
  220. sf::Clock deltaClock;
  221. while (window.isOpen()) {
  222. while (window.pollEvent(event))
  223. if (event.type == sf::Event::Closed) window.close();
  224. float delta = deltaClock.getElapsedTime().asSeconds();
  225. deltaClock.restart();
  226. drawable->update(delta);
  227. window.clear();
  228. window.draw(*drawable);
  229. window.display();
  230. }
  231. }
  232. void raptor(spSkeletonData *skeletonData, spAtlas *atlas) {
  233. UNUSED(atlas);
  234. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  235. drawable->timeScale = 1;
  236. drawable->setUsePremultipliedAlpha(true);
  237. spSwirlVertexEffect *effect = spSwirlVertexEffect_create(400);
  238. effect->centerY = -200;
  239. drawable->vertexEffect = &effect->super;
  240. spSkeleton *skeleton = drawable->skeleton;
  241. skeleton->x = 320;
  242. skeleton->y = 590;
  243. spSkeleton_updateWorldTransform(skeleton);
  244. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  245. spAnimationState_addAnimationByName(drawable->state, 1, "gun-grab", false, 2);
  246. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
  247. window.setFramerateLimit(60);
  248. sf::Event event;
  249. sf::Clock deltaClock;
  250. float swirlTime = 0;
  251. while (window.isOpen()) {
  252. while (window.pollEvent(event))
  253. if (event.type == sf::Event::Closed) window.close();
  254. float delta = deltaClock.getElapsedTime().asSeconds();
  255. deltaClock.restart();
  256. swirlTime += delta;
  257. float percent = (float) fmod(swirlTime, 2);
  258. if (percent > 1) percent = 1 - (percent - 1);
  259. effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent);
  260. drawable->update(delta);
  261. window.clear();
  262. window.draw(*drawable);
  263. window.display();
  264. }
  265. spSwirlVertexEffect_dispose(effect);
  266. }
  267. void tank(spSkeletonData *skeletonData, spAtlas *atlas) {
  268. UNUSED(atlas);
  269. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  270. drawable->timeScale = 1;
  271. drawable->setUsePremultipliedAlpha(true);
  272. spSkeleton *skeleton = drawable->skeleton;
  273. skeleton->x = 500;
  274. skeleton->y = 590;
  275. spSkeleton_updateWorldTransform(skeleton);
  276. spAnimationState_setAnimationByName(drawable->state, 0, "drive", true);
  277. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank");
  278. window.setFramerateLimit(60);
  279. sf::Event event;
  280. sf::Clock deltaClock;
  281. while (window.isOpen()) {
  282. while (window.pollEvent(event))
  283. if (event.type == sf::Event::Closed) window.close();
  284. float delta = deltaClock.getElapsedTime().asSeconds();
  285. deltaClock.restart();
  286. drawable->update(delta);
  287. window.clear();
  288. window.draw(*drawable);
  289. window.display();
  290. }
  291. }
  292. void vine(spSkeletonData *skeletonData, spAtlas *atlas) {
  293. UNUSED(atlas);
  294. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  295. drawable->timeScale = 1;
  296. drawable->setUsePremultipliedAlpha(true);
  297. spSkeleton *skeleton = drawable->skeleton;
  298. skeleton->x = 320;
  299. skeleton->y = 590;
  300. spSkeleton_updateWorldTransform(skeleton);
  301. spAnimationState_setAnimationByName(drawable->state, 0, "grow", true);
  302. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
  303. window.setFramerateLimit(60);
  304. sf::Event event;
  305. sf::Clock deltaClock;
  306. while (window.isOpen()) {
  307. while (window.pollEvent(event))
  308. if (event.type == sf::Event::Closed) window.close();
  309. float delta = deltaClock.getElapsedTime().asSeconds();
  310. deltaClock.restart();
  311. drawable->update(delta);
  312. window.clear();
  313. window.draw(*drawable);
  314. window.display();
  315. }
  316. }
  317. void stretchyman(spSkeletonData *skeletonData, spAtlas *atlas) {
  318. UNUSED(atlas);
  319. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  320. drawable->timeScale = 1;
  321. drawable->setUsePremultipliedAlpha(true);
  322. spSkeleton *skeleton = drawable->skeleton;
  323. skeleton->x = 100;
  324. skeleton->y = 590;
  325. spSkeleton_updateWorldTransform(skeleton);
  326. spAnimationState_setAnimationByName(drawable->state, 0, "sneak", true);
  327. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman");
  328. window.setFramerateLimit(60);
  329. sf::Event event;
  330. sf::Clock deltaClock;
  331. while (window.isOpen()) {
  332. while (window.pollEvent(event))
  333. if (event.type == sf::Event::Closed) window.close();
  334. float delta = deltaClock.getElapsedTime().asSeconds();
  335. deltaClock.restart();
  336. drawable->update(delta);
  337. window.clear();
  338. window.draw(*drawable);
  339. window.display();
  340. }
  341. }
  342. void coin(spSkeletonData *skeletonData, spAtlas *atlas) {
  343. UNUSED(atlas);
  344. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  345. drawable->timeScale = 1;
  346. drawable->setUsePremultipliedAlpha(true);
  347. spSkeleton *skeleton = drawable->skeleton;
  348. skeleton->x = 320;
  349. skeleton->y = 320;
  350. spSkeleton_updateWorldTransform(skeleton);
  351. spAnimationState_setAnimationByName(drawable->state, 0, "animation", true);
  352. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
  353. window.setFramerateLimit(60);
  354. sf::Event event;
  355. sf::Clock deltaClock;
  356. while (window.isOpen()) {
  357. while (window.pollEvent(event))
  358. if (event.type == sf::Event::Closed) window.close();
  359. float delta = deltaClock.getElapsedTime().asSeconds();
  360. deltaClock.restart();
  361. drawable->update(delta);
  362. window.clear();
  363. window.draw(*drawable);
  364. window.display();
  365. }
  366. }
  367. void owl(spSkeletonData *skeletonData, spAtlas *atlas) {
  368. UNUSED(atlas);
  369. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  370. drawable->timeScale = 1;
  371. drawable->setUsePremultipliedAlpha(true);
  372. spSkeleton *skeleton = drawable->skeleton;
  373. skeleton->x = 320;
  374. skeleton->y = 400;
  375. spSkeleton_updateWorldTransform(skeleton);
  376. spAnimationState_setAnimationByName(drawable->state, 0, "idle", true);
  377. spAnimationState_setAnimationByName(drawable->state, 1, "blink", true);
  378. spTrackEntry *left = spAnimationState_setAnimationByName(drawable->state, 2, "left", true);
  379. spTrackEntry *right = spAnimationState_setAnimationByName(drawable->state, 3, "right", true);
  380. spTrackEntry *up = spAnimationState_setAnimationByName(drawable->state, 4, "up", true);
  381. spTrackEntry *down = spAnimationState_setAnimationByName(drawable->state, 5, "down", true);
  382. left->alpha = 0;
  383. left->mixBlend = SP_MIX_BLEND_ADD;
  384. right->alpha = 0;
  385. right->mixBlend = SP_MIX_BLEND_ADD;
  386. up->alpha = 0;
  387. up->mixBlend = SP_MIX_BLEND_ADD;
  388. down->alpha = 0;
  389. down->mixBlend = SP_MIX_BLEND_ADD;
  390. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - owl");
  391. window.setFramerateLimit(60);
  392. sf::Event event;
  393. sf::Clock deltaClock;
  394. while (window.isOpen()) {
  395. while (window.pollEvent(event)) {
  396. if (event.type == sf::Event::Closed) window.close();
  397. if (event.type == sf::Event::MouseMoved) {
  398. float x = event.mouseMove.x / 640.0f;
  399. left->alpha = (MAX(x, 0.5f) - 0.5f) * 2;
  400. right->alpha = (0.5f - MIN(x, 0.5f)) * 2;
  401. float y = event.mouseMove.y / 640.0f;
  402. down->alpha = (MAX(y, 0.5f) - 0.5f) * 2;
  403. up->alpha = (0.5f - MIN(y, 0.5f)) * 2;
  404. }
  405. }
  406. float delta = deltaClock.getElapsedTime().asSeconds();
  407. deltaClock.restart();
  408. drawable->update(delta);
  409. window.clear();
  410. window.draw(*drawable);
  411. window.display();
  412. }
  413. }
  414. /**
  415. * Used for debugging purposes during runtime development
  416. */
  417. void test(spSkeletonData *skeletonData, spAtlas *atlas) {
  418. UNUSED(atlas);
  419. spSkeleton *skeleton = spSkeleton_create(skeletonData);
  420. spAnimationStateData *animData = spAnimationStateData_create(skeletonData);
  421. spAnimationState *animState = spAnimationState_create(animData);
  422. spAnimationState_setAnimationByName(animState, 0, "drive", true);
  423. float d = 3;
  424. for (int i = 0; i < 1; i++) {
  425. spSkeleton_update(skeleton, d);
  426. spAnimationState_update(animState, d);
  427. spAnimationState_apply(animState, skeleton);
  428. spSkeleton_updateWorldTransform(skeleton);
  429. for (int ii = 0; ii < skeleton->bonesCount; ii++) {
  430. spBone *bone = skeleton->bones[ii];
  431. printf("%s %f %f %f %f %f %f\n", bone->data->name, bone->a, bone->b, bone->c, bone->d, bone->worldX, bone->worldY);
  432. }
  433. printf("========================================\n");
  434. d += 0.1f;
  435. }
  436. spSkeleton_dispose(skeleton);
  437. }
  438. void testSkinsApi(spSkeletonData *skeletonData, spAtlas *atlas) {
  439. UNUSED(atlas);
  440. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  441. drawable->timeScale = 1;
  442. drawable->setUsePremultipliedAlpha(true);
  443. spSkeleton *skeleton = drawable->skeleton;
  444. spSkin *skin = spSkin_create("test-skin");
  445. spSkin_copySkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
  446. // spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
  447. spSkeleton_setSkin(skeleton, skin);
  448. spSkeleton_setSlotsToSetupPose(skeleton);
  449. skeleton->x = 320;
  450. skeleton->y = 590;
  451. spSkeleton_updateWorldTransform(skeleton);
  452. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  453. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - skins api");
  454. window.setFramerateLimit(60);
  455. sf::Event event;
  456. sf::Clock deltaClock;
  457. while (window.isOpen()) {
  458. while (window.pollEvent(event))
  459. if (event.type == sf::Event::Closed) window.close();
  460. float delta = deltaClock.getElapsedTime().asSeconds();
  461. deltaClock.restart();
  462. drawable->update(delta);
  463. window.clear();
  464. window.draw(*drawable);
  465. window.display();
  466. }
  467. spSkin_clear(skin);
  468. spSkin_dispose(skin);
  469. }
  470. void testMixAndMatch(spSkeletonData *skeletonData, spAtlas *atlas) {
  471. UNUSED(atlas);
  472. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  473. drawable->timeScale = 1;
  474. drawable->setUsePremultipliedAlpha(true);
  475. spSkeleton *skeleton = drawable->skeleton;
  476. // Create a new skin, by mixing and matching other skins
  477. // that fit together. Items making up the girl are individual
  478. // skins. Using the skin API, a new skin is created which is
  479. // a combination of all these individual item skins.
  480. spSkin *skin = spSkin_create("mix-and-match");
  481. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "skin-base"));
  482. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "nose/short"));
  483. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyelids/girly"));
  484. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyes/violet"));
  485. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "hair/brown"));
  486. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "clothes/hoodie-orange"));
  487. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "legs/pants-jeans"));
  488. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/bag"));
  489. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/hat-red-yellow"));
  490. spSkeleton_setSkin(skeleton, skin);
  491. spSkeleton_setSlotsToSetupPose(skeleton);
  492. skeleton->x = 320;
  493. skeleton->y = 590;
  494. spSkeleton_updateWorldTransform(skeleton);
  495. spAnimationState_setAnimationByName(drawable->state, 0, "dance", true);
  496. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - mix and match");
  497. window.setFramerateLimit(60);
  498. sf::Event event;
  499. sf::Clock deltaClock;
  500. while (window.isOpen()) {
  501. while (window.pollEvent(event))
  502. if (event.type == sf::Event::Closed) window.close();
  503. float delta = deltaClock.getElapsedTime().asSeconds();
  504. deltaClock.restart();
  505. drawable->update(delta);
  506. window.clear();
  507. window.draw(*drawable);
  508. window.display();
  509. }
  510. spSkin_clear(skin);
  511. spSkin_dispose(skin);
  512. }
  513. int main() {
  514. testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  515. testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  516. testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f);
  517. testcase(testMixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f);
  518. testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 1.0f);
  519. testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f);
  520. testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine-pma.atlas", 0.5f);
  521. testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 0.2f);
  522. testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
  523. testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
  524. testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman-pma.atlas", 0.6f);
  525. testcase(testSkinsApi, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
  526. return 0;
  527. }