main.cpp 22 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated September 24, 2021. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2021, 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 = readSkeletonBinaryData(binaryName, atlas, scale);
  91. func(skeletonData, atlas);
  92. spSkeletonData_dispose(skeletonData);
  93. skeletonData = readSkeletonJsonData(jsonName, 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);
  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);
  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);
  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);
  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);
  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);
  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. spSwirlVertexEffect *effect = spSwirlVertexEffect_create(400);
  239. effect->centerY = -200;
  240. drawable->vertexEffect = &effect->super;
  241. spSkeleton *skeleton = drawable->skeleton;
  242. skeleton->x = 320;
  243. skeleton->y = 590;
  244. spSkeleton_updateWorldTransform(skeleton);
  245. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  246. spAnimationState_addAnimationByName(drawable->state, 1, "gun-grab", false, 2);
  247. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
  248. window.setFramerateLimit(60);
  249. sf::Event event;
  250. sf::Clock deltaClock;
  251. float swirlTime = 0;
  252. while (window.isOpen()) {
  253. while (window.pollEvent(event))
  254. if (event.type == sf::Event::Closed) window.close();
  255. float delta = deltaClock.getElapsedTime().asSeconds();
  256. deltaClock.restart();
  257. swirlTime += delta;
  258. float percent = (float) fmod(swirlTime, 2);
  259. if (percent > 1) percent = 1 - (percent - 1);
  260. effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent);
  261. drawable->update(delta);
  262. window.clear();
  263. window.draw(*drawable);
  264. window.display();
  265. }
  266. spSwirlVertexEffect_dispose(effect);
  267. }
  268. void tank(spSkeletonData *skeletonData, spAtlas *atlas) {
  269. UNUSED(atlas);
  270. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  271. drawable->timeScale = 1;
  272. drawable->setUsePremultipliedAlpha(true);
  273. spSkeleton *skeleton = drawable->skeleton;
  274. skeleton->x = 500;
  275. skeleton->y = 590;
  276. spSkeleton_updateWorldTransform(skeleton);
  277. spAnimationState_setAnimationByName(drawable->state, 0, "drive", true);
  278. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank");
  279. window.setFramerateLimit(60);
  280. sf::Event event;
  281. sf::Clock deltaClock;
  282. while (window.isOpen()) {
  283. while (window.pollEvent(event))
  284. if (event.type == sf::Event::Closed) window.close();
  285. float delta = deltaClock.getElapsedTime().asSeconds();
  286. deltaClock.restart();
  287. drawable->update(delta);
  288. window.clear();
  289. window.draw(*drawable);
  290. window.display();
  291. }
  292. }
  293. void vine(spSkeletonData *skeletonData, spAtlas *atlas) {
  294. UNUSED(atlas);
  295. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  296. drawable->timeScale = 1;
  297. drawable->setUsePremultipliedAlpha(true);
  298. spSkeleton *skeleton = drawable->skeleton;
  299. skeleton->x = 320;
  300. skeleton->y = 590;
  301. spSkeleton_updateWorldTransform(skeleton);
  302. spAnimationState_setAnimationByName(drawable->state, 0, "grow", true);
  303. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
  304. window.setFramerateLimit(60);
  305. sf::Event event;
  306. sf::Clock deltaClock;
  307. while (window.isOpen()) {
  308. while (window.pollEvent(event))
  309. if (event.type == sf::Event::Closed) window.close();
  310. float delta = deltaClock.getElapsedTime().asSeconds();
  311. deltaClock.restart();
  312. drawable->update(delta);
  313. window.clear();
  314. window.draw(*drawable);
  315. window.display();
  316. }
  317. }
  318. void stretchyman(spSkeletonData *skeletonData, spAtlas *atlas) {
  319. UNUSED(atlas);
  320. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  321. drawable->timeScale = 1;
  322. drawable->setUsePremultipliedAlpha(true);
  323. spSkeleton *skeleton = drawable->skeleton;
  324. skeleton->x = 100;
  325. skeleton->y = 590;
  326. spSkeleton_updateWorldTransform(skeleton);
  327. spAnimationState_setAnimationByName(drawable->state, 0, "sneak", true);
  328. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman");
  329. window.setFramerateLimit(60);
  330. sf::Event event;
  331. sf::Clock deltaClock;
  332. while (window.isOpen()) {
  333. while (window.pollEvent(event))
  334. if (event.type == sf::Event::Closed) window.close();
  335. float delta = deltaClock.getElapsedTime().asSeconds();
  336. deltaClock.restart();
  337. drawable->update(delta);
  338. window.clear();
  339. window.draw(*drawable);
  340. window.display();
  341. }
  342. }
  343. void coin(spSkeletonData *skeletonData, spAtlas *atlas) {
  344. UNUSED(atlas);
  345. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  346. drawable->timeScale = 1;
  347. drawable->setUsePremultipliedAlpha(true);
  348. spSkeleton *skeleton = drawable->skeleton;
  349. skeleton->x = 320;
  350. skeleton->y = 320;
  351. spSkeleton_updateWorldTransform(skeleton);
  352. spAnimationState_setAnimationByName(drawable->state, 0, "animation", true);
  353. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
  354. window.setFramerateLimit(60);
  355. sf::Event event;
  356. sf::Clock deltaClock;
  357. while (window.isOpen()) {
  358. while (window.pollEvent(event))
  359. if (event.type == sf::Event::Closed) window.close();
  360. float delta = deltaClock.getElapsedTime().asSeconds();
  361. deltaClock.restart();
  362. drawable->update(delta);
  363. window.clear();
  364. window.draw(*drawable);
  365. window.display();
  366. }
  367. }
  368. void dragon(spSkeletonData *skeletonData, spAtlas *atlas) {
  369. UNUSED(atlas);
  370. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  371. drawable->timeScale = 1;
  372. drawable->setUsePremultipliedAlpha(true);
  373. spSkeleton *skeleton = drawable->skeleton;
  374. skeleton->x = 320;
  375. skeleton->y = 320;
  376. spSkeleton_updateWorldTransform(skeleton);
  377. spAnimationState_setAnimationByName(drawable->state, 0, "flying", true);
  378. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - dragon");
  379. window.setFramerateLimit(60);
  380. sf::Event event;
  381. sf::Clock deltaClock;
  382. while (window.isOpen()) {
  383. while (window.pollEvent(event))
  384. if (event.type == sf::Event::Closed) window.close();
  385. float delta = deltaClock.getElapsedTime().asSeconds();
  386. deltaClock.restart();
  387. drawable->update(delta);
  388. window.clear();
  389. window.draw(*drawable);
  390. window.display();
  391. }
  392. }
  393. void owl(spSkeletonData *skeletonData, spAtlas *atlas) {
  394. UNUSED(atlas);
  395. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  396. drawable->timeScale = 1;
  397. drawable->setUsePremultipliedAlpha(true);
  398. spSkeleton *skeleton = drawable->skeleton;
  399. skeleton->x = 320;
  400. skeleton->y = 400;
  401. spSkeleton_updateWorldTransform(skeleton);
  402. spAnimationState_setAnimationByName(drawable->state, 0, "idle", true);
  403. spAnimationState_setAnimationByName(drawable->state, 1, "blink", true);
  404. spTrackEntry *left = spAnimationState_setAnimationByName(drawable->state, 2, "left", true);
  405. spTrackEntry *right = spAnimationState_setAnimationByName(drawable->state, 3, "right", true);
  406. spTrackEntry *up = spAnimationState_setAnimationByName(drawable->state, 4, "up", true);
  407. spTrackEntry *down = spAnimationState_setAnimationByName(drawable->state, 5, "down", true);
  408. left->alpha = 0;
  409. left->mixBlend = SP_MIX_BLEND_ADD;
  410. right->alpha = 0;
  411. right->mixBlend = SP_MIX_BLEND_ADD;
  412. up->alpha = 0;
  413. up->mixBlend = SP_MIX_BLEND_ADD;
  414. down->alpha = 0;
  415. down->mixBlend = SP_MIX_BLEND_ADD;
  416. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - owl");
  417. window.setFramerateLimit(60);
  418. sf::Event event;
  419. sf::Clock deltaClock;
  420. while (window.isOpen()) {
  421. while (window.pollEvent(event)) {
  422. if (event.type == sf::Event::Closed) window.close();
  423. if (event.type == sf::Event::MouseMoved) {
  424. float x = event.mouseMove.x / 640.0f;
  425. left->alpha = (MAX(x, 0.5f) - 0.5f) * 2;
  426. right->alpha = (0.5f - MIN(x, 0.5f)) * 2;
  427. float y = event.mouseMove.y / 640.0f;
  428. down->alpha = (MAX(y, 0.5f) - 0.5f) * 2;
  429. up->alpha = (0.5f - MIN(y, 0.5f)) * 2;
  430. }
  431. }
  432. float delta = deltaClock.getElapsedTime().asSeconds();
  433. deltaClock.restart();
  434. spSkeleton_setToSetupPose(drawable->skeleton);
  435. drawable->update(delta);
  436. window.clear();
  437. window.draw(*drawable);
  438. window.display();
  439. }
  440. }
  441. /**
  442. * Used for debugging purposes during runtime development
  443. */
  444. void test(spSkeletonData *skeletonData, spAtlas *atlas) {
  445. UNUSED(atlas);
  446. spSkeleton *skeleton = spSkeleton_create(skeletonData);
  447. spAnimationStateData *animData = spAnimationStateData_create(skeletonData);
  448. spAnimationState *animState = spAnimationState_create(animData);
  449. spAnimationState_setAnimationByName(animState, 0, "drive", true);
  450. float d = 3;
  451. for (int i = 0; i < 1; i++) {
  452. spAnimationState_update(animState, d);
  453. spAnimationState_apply(animState, skeleton);
  454. spSkeleton_updateWorldTransform(skeleton);
  455. for (int ii = 0; ii < skeleton->bonesCount; ii++) {
  456. spBone *bone = skeleton->bones[ii];
  457. printf("%s %f %f %f %f %f %f\n", bone->data->name, bone->a, bone->b, bone->c, bone->d, bone->worldX, bone->worldY);
  458. }
  459. printf("========================================\n");
  460. d += 0.1f;
  461. }
  462. spSkeleton_dispose(skeleton);
  463. }
  464. void testSkinsApi(spSkeletonData *skeletonData, spAtlas *atlas) {
  465. UNUSED(atlas);
  466. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  467. drawable->timeScale = 1;
  468. drawable->setUsePremultipliedAlpha(true);
  469. spSkeleton *skeleton = drawable->skeleton;
  470. spSkin *skin = spSkin_create("test-skin");
  471. spSkin_copySkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
  472. // spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
  473. spSkeleton_setSkin(skeleton, skin);
  474. spSkeleton_setSlotsToSetupPose(skeleton);
  475. skeleton->x = 320;
  476. skeleton->y = 590;
  477. spSkeleton_updateWorldTransform(skeleton);
  478. spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
  479. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - skins api");
  480. window.setFramerateLimit(60);
  481. sf::Event event;
  482. sf::Clock deltaClock;
  483. while (window.isOpen()) {
  484. while (window.pollEvent(event))
  485. if (event.type == sf::Event::Closed) window.close();
  486. float delta = deltaClock.getElapsedTime().asSeconds();
  487. deltaClock.restart();
  488. drawable->update(delta);
  489. window.clear();
  490. window.draw(*drawable);
  491. window.display();
  492. }
  493. spSkin_clear(skin);
  494. spSkin_dispose(skin);
  495. }
  496. void testMixAndMatch(spSkeletonData *skeletonData, spAtlas *atlas) {
  497. UNUSED(atlas);
  498. SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
  499. drawable->timeScale = 1;
  500. drawable->setUsePremultipliedAlpha(true);
  501. spSkeleton *skeleton = drawable->skeleton;
  502. // Create a new skin, by mixing and matching other skins
  503. // that fit together. Items making up the girl are individual
  504. // skins. Using the skin API, a new skin is created which is
  505. // a combination of all these individual item skins.
  506. spSkin *skin = spSkin_create("mix-and-match");
  507. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "skin-base"));
  508. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "nose/short"));
  509. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyelids/girly"));
  510. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyes/violet"));
  511. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "hair/brown"));
  512. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "clothes/hoodie-orange"));
  513. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "legs/pants-jeans"));
  514. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/bag"));
  515. spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/hat-red-yellow"));
  516. spSkeleton_setSkin(skeleton, skin);
  517. spSkeleton_setSlotsToSetupPose(skeleton);
  518. skeleton->x = 320;
  519. skeleton->y = 590;
  520. spSkeleton_updateWorldTransform(skeleton);
  521. spAnimationState_setAnimationByName(drawable->state, 0, "dance", true);
  522. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - mix and match");
  523. window.setFramerateLimit(60);
  524. sf::Event event;
  525. sf::Clock deltaClock;
  526. while (window.isOpen()) {
  527. while (window.pollEvent(event))
  528. if (event.type == sf::Event::Closed) window.close();
  529. float delta = deltaClock.getElapsedTime().asSeconds();
  530. deltaClock.restart();
  531. drawable->update(delta);
  532. window.clear();
  533. window.draw(*drawable);
  534. window.display();
  535. }
  536. spSkin_clear(skin);
  537. spSkin_dispose(skin);
  538. }
  539. int main() {
  540. testcase(dragon, "data/dragon-ess.json", "data/dragon-ess.skel", "data/dragon-pma.atlas", 0.6f);
  541. testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  542. testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  543. testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f);
  544. testcase(testMixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f);
  545. testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 1.0f);
  546. testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f);
  547. testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine-pma.atlas", 0.5f);
  548. testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 0.2f);
  549. testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
  550. testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
  551. testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman-pma.atlas", 0.6f);
  552. testcase(testSkinsApi, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
  553. return 0;
  554. }