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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated April 5, 2025. Replaces all prior versions.
- *
- * Copyright (c) 2013-2025, 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 <glbinding/glbinding.h>
- #include <glbinding/gl/gl.h>
- #define GLFW_INCLUDE_NONE
- #include <GLFW/glfw3.h>
- #include <iostream>
- #include <spine-glfw.h>
- using namespace spine;
- int width = 800, height = 600;
- GLFWwindow *init_glfw() {
- if (!glfwInit()) {
- std::cerr << "Failed to initialize GLFW" << std::endl;
- return nullptr;
- }
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
- if (!window) {
- std::cerr << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return nullptr;
- }
- glfwMakeContextCurrent(window);
- glbinding::initialize(glfwGetProcAddress);
- return window;
- }
- uint8_t *read_file(const char *path, int *length) {
- FILE *file = fopen(path, "rb");
- if (!file) return 0;
- fseek(file, 0, SEEK_END);
- *length = (int) ftell(file);
- fseek(file, 0, SEEK_SET);
- uint8_t *data = (uint8_t *) malloc(*length);
- fread(data, 1, *length, file);
- fclose(file);
- return data;
- }
- void *load_texture(const char *path) {
- return (void *) (uintptr_t) texture_load(path);
- }
- void unload_texture(void *texture) {
- texture_dispose((texture_t) (uintptr_t) texture);
- }
- int main() {
- // Initialize GLFW and glbinding
- GLFWwindow *window = init_glfw();
- if (!window) return -1;
- // We use a y-down coordinate system, see renderer_set_viewport_size()
- Bone::setYDown(true);
- // Load the atlas and the skeleton data
- int atlas_length = 0;
- uint8_t *atlas_bytes = read_file("data/spineboy-pma.atlas", &atlas_length);
- spine_atlas atlas = spine_atlas_load_callback((utf8 *) atlas_bytes, "data/", load_texture, unload_texture);
- int skeleton_length = 0;
- uint8_t *skeleton_bytes = read_file("data/spineboy-pro.skel", &skeleton_length);
- spine_skeleton_data_result result = spine_skeleton_data_load_binary(atlas, skeleton_bytes, skeleton_length);
- spine_skeleton_data skeleton_data = spine_skeleton_data_result_get_data(result);
- // Create a skeleton from the data, set the skeleton's position to the bottom center of
- // the screen and scale it to make it smaller.
- spine_skeleton_drawable drawable = spine_skeleton_drawable_create(skeleton_data);
- spine_skeleton skeleton = spine_skeleton_drawable_get_skeleton(drawable);
- spine_skeleton_set_position(skeleton, width / 2, height - 100);
- spine_skeleton_set_scale(skeleton, 0.3f, 0.3f);
- // Create an AnimationState to drive animations on the skeleton. Set the "portal" animation
- // on track with index 0.
- spine_animation_state animation_state = spine_skeleton_drawable_get_animation_state(drawable);
- spine_animation_state_data animation_state_data = spine_animation_state_get_data(animation_state);
- spine_animation_state_data_set_default_mix(animation_state_data, 0.2f);
- spine_animation_state_set_animation_by_name(animation_state, 0, "portal", true);
- spine_animation_state_add_animation_by_name(animation_state, 0, "run", true, 0);
- // Create the renderer and set the viewport size to match the window size. This sets up a
- // pixel perfect orthogonal projection for 2D rendering.
- renderer_t *renderer = renderer_create();
- renderer_set_viewport_size(renderer, width, height);
- // Rendering loop
- double lastTime = glfwGetTime();
- while (!glfwWindowShouldClose(window)) {
- // Calculate the delta time in seconds
- double currTime = glfwGetTime();
- float delta = currTime - lastTime;
- lastTime = currTime;
- // Update and apply the animation state to the skeleton
- spine_animation_state_update(animation_state, delta);
- spine_animation_state_apply(animation_state, skeleton);
- // Update the skeleton time (used for physics)
- spine_skeleton_update(skeleton, delta);
- // Calculate the new pose
- spine_skeleton_update_world_transform(skeleton, SPINE_PHYSICS_UPDATE);
- // Clear the screen
- gl::glClear(gl::GL_COLOR_BUFFER_BIT);
- // Render the skeleton in its current pose
- renderer_draw_lite(renderer, skeleton, true);
- // Present the rendering results and poll for events
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- // Dispose everything
- renderer_dispose(renderer);
- spine_skeleton_data_dispose(skeleton_data);
- spine_atlas_dispose(atlas);
- // Kill the window and GLFW
- glfwTerminate();
- return 0;
- }
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