Merge branch '4.1' into 4.2-beta

This commit is contained in:
Mario Zechner 2022-10-07 12:24:17 +02:00
commit 95487552dc
6 changed files with 127 additions and 23 deletions

View File

@ -149,6 +149,7 @@
* Added outline shader parameter `Advanced - Opaque Alpha` which can be used to exclude problematic semi-transparent areas, which may receive an undesired large outline color overlay otherwise.
* Added Spine Preferences setting `Prefabs` - `Optimize Preview Meshes`. When enabled, Spine prefab preview meshes will be removed in a pre-build step to reduce build size. This increases build time as all prefabs in the project will be processed. Defaults to false to not slow down builds substantially every time.
* Added Spine Preferences setting `Reload SkeletonData after Play`. When enabled, the shared `SkeletonData` of all skeletons in the active scene is reloaded (from the `.json` or `.skel.bytes` file) after exiting play-mode. You can disable this setting to avoid the reloading delay if you can ensure that there are no (accidental) modifications to the shared `SkeletonData` during play-mode (otherwise it would carry over its effect into subsequent plays). Defaults to `true` (the safe setting), which maintains existing behaviour.
* Added `SkeletonAnimationMulti` sample component methods `SetActiveSkeleton(int index)` and getter property `SkeletonAnimations` to more easily apply changes at all SkeletonAnimation instances instead of only the active one.
* **Breaking changes**
* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.

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@ -2016,7 +2016,8 @@ void _spSequenceTimeline_apply(spTimeline *timeline, spSkeleton *skeleton, float
slotAttachment = slot->attachment;
if (slotAttachment != self->attachment) {
switch (slot->attachment->type) {
if (slotAttachment == NULL) return;
switch (slotAttachment->type) {
case SP_ATTACHMENT_BOUNDING_BOX:
case SP_ATTACHMENT_CLIPPING:
case SP_ATTACHMENT_MESH:

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@ -72,7 +72,7 @@ void SequenceTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vec
if (!slot->getBone().isActive()) return;
Attachment *slotAttachment = slot->getAttachment();
if (slotAttachment != _attachment) {
if (!slotAttachment->getRTTI().instanceOf(VertexAttachment::rtti) || ((VertexAttachment *) slotAttachment)->getTimelineAttachment() != _attachment) return;
if (slotAttachment == NULL || !slotAttachment->getRTTI().instanceOf(VertexAttachment::rtti) || ((VertexAttachment *) slotAttachment)->getTimelineAttachment() != _attachment) return;
}
Vector<float> &frames = this->_frames;

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@ -62,6 +62,7 @@ install(FILES ${INCLUDES} DESTINATION dist/include)
# Define spine-sfml example executable
add_executable(spine-sfml-cpp-example example/main.cpp)
add_executable(spine-sfml-cpp-test example/test.cpp)
# Link in SFML libraries and OS dependencies like OpenGL
if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
@ -70,8 +71,10 @@ if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
find_library(SFML_WINDOW sfml-window PATHS ${SFML_DIR}/Frameworks)
find_library(SFML_GRAPHICS sfml-graphics PATHS ${SFML_DIR}/Frameworks)
target_link_libraries(spine-sfml-cpp-example ${SFML} ${SFML_SYSTEM} ${SFML_WINDOW} ${SFML_GRAPHICS})
target_link_libraries(spine-sfml-cpp-test ${SFML} ${SFML_SYSTEM} ${SFML_WINDOW} ${SFML_GRAPHICS})
elseif (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
target_link_libraries(spine-sfml-cpp-example sfml-graphics sfml-window sfml-system)
target_link_libraries(spine-sfml-cpp-test sfml-graphics sfml-window sfml-system)
else()
set(SFML_LIBS ${SFML_DIR}/lib)
target_link_libraries(spine-sfml-cpp-example ${SFML_LIBS}/sfml-main-d.lib)
@ -83,6 +86,15 @@ else()
target_link_libraries(spine-sfml-cpp-example opengl32)
target_link_libraries(spine-sfml-cpp-example gdi32)
target_link_libraries(spine-sfml-cpp-example winmm)
target_link_libraries(spine-sfml-cpp-test ${SFML_LIBS}/sfml-main-d.lib)
target_link_libraries(spine-sfml-cpp-test ${SFML_LIBS}/sfml-graphics-s-d.lib)
target_link_libraries(spine-sfml-cpp-test ${SFML_LIBS}/sfml-window-s-d.lib)
target_link_libraries(spine-sfml-cpp-test ${SFML_LIBS}/sfml-system-s-d.lib)
target_link_libraries(spine-sfml-cpp-test ${SFML_LIBS}/freetype.lib)
target_link_libraries(spine-sfml-cpp-test ${SFML_LIBS}/jpeg.lib)
target_link_libraries(spine-sfml-cpp-test opengl32)
target_link_libraries(spine-sfml-cpp-test gdi32)
target_link_libraries(spine-sfml-cpp-test winmm)
add_definitions(-DSFML_STATIC)
endif()
@ -90,6 +102,12 @@ endif()
add_custom_command(TARGET spine-sfml-cpp-example PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_LIST_DIR}/data $<TARGET_FILE_DIR:spine-sfml-cpp-example>/data)
add_custom_command(TARGET spine-sfml-cpp-test PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_LIST_DIR}/data $<TARGET_FILE_DIR:spine-sfml-cpp-example>/data)
target_link_libraries(spine-sfml-cpp-example spine-cpp)
target_link_libraries(spine-sfml-cpp-example spine-sfml-cpp)
target_link_libraries(spine-sfml-cpp-test spine-cpp)
target_link_libraries(spine-sfml-cpp-test spine-sfml-cpp)

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@ -0,0 +1,78 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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 <SFML/Graphics.hpp>
#include <spine/Debug.h>
#include <spine/Log.h>
#include <spine/spine-sfml.h>
using namespace std;
using namespace spine;
DebugExtension dbgExtension(SpineExtension::getInstance());
void test() {
SFMLTextureLoader textureLoader;
Atlas atlas("data/bomb.atlas", &textureLoader);
SkeletonBinary loader(&atlas);
SkeletonData *skeletonData = loader.readSkeletonDataFile("data/bomb.skel");
SkeletonDrawable drawable(skeletonData);
drawable.setUsePremultipliedAlpha(true);
drawable.skeleton->setPosition(320, 590);
drawable.state->setAnimation(0, "expl", false);
drawable.skeleton->setSkin("mdl");
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Test");
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 skeletonData;
}
int main() {
SpineExtension::setInstance(&dbgExtension);
test();
dbgExtension.reportLeaks();
return 0;
}

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@ -56,17 +56,24 @@ namespace Spine.Unity {
SkeletonAnimation currentSkeletonAnimation;
void Clear () {
foreach (var s in skeletonAnimations)
Destroy(s.gameObject);
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations)
Destroy(skeletonAnimation.gameObject);
skeletonAnimations.Clear();
animationNameTable.Clear();
animationSkeletonTable.Clear();
}
void SetActiveSkeleton (int index) {
if (index < 0 || index >= skeletonAnimations.Count)
SetActiveSkeleton(null);
else
SetActiveSkeleton(skeletonAnimations[index]);
}
void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
foreach (var sa in skeletonAnimations)
sa.gameObject.SetActive(sa == skeletonAnimation);
foreach (SkeletonAnimation iter in skeletonAnimations)
iter.gameObject.SetActive(iter == skeletonAnimation);
currentSkeletonAnimation = skeletonAnimation;
}
@ -81,34 +88,35 @@ namespace Spine.Unity {
public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
public List<SkeletonAnimation> SkeletonAnimations { get { return skeletonAnimations; } }
public void Initialize (bool overwrite) {
if (skeletonAnimations.Count != 0 && !overwrite) return;
Clear();
var settings = this.meshGeneratorSettings;
MeshGenerator.Settings settings = this.meshGeneratorSettings;
Transform thisTransform = this.transform;
foreach (var sda in skeletonDataAssets) {
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
sa.transform.SetParent(thisTransform, false);
foreach (SkeletonDataAsset dataAsset in skeletonDataAssets) {
SkeletonAnimation newSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(dataAsset);
newSkeletonAnimation.transform.SetParent(thisTransform, false);
sa.SetMeshSettings(settings);
sa.initialFlipX = this.initialFlipX;
sa.initialFlipY = this.initialFlipY;
var skeleton = sa.skeleton;
newSkeletonAnimation.SetMeshSettings(settings);
newSkeletonAnimation.initialFlipX = this.initialFlipX;
newSkeletonAnimation.initialFlipY = this.initialFlipY;
Skeleton skeleton = newSkeletonAnimation.skeleton;
skeleton.ScaleX = this.initialFlipX ? -1 : 1;
skeleton.ScaleY = this.initialFlipY ? -1 : 1;
sa.Initialize(false);
skeletonAnimations.Add(sa);
newSkeletonAnimation.Initialize(false);
skeletonAnimations.Add(newSkeletonAnimation);
}
// Build cache
var animationNameTable = this.animationNameTable;
var animationSkeletonTable = this.animationSkeletonTable;
foreach (var skeletonAnimation in skeletonAnimations) {
foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
Dictionary<string, Animation> animationNameTable = this.animationNameTable;
Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = this.animationSkeletonTable;
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations) {
foreach (Animation animationObject in skeletonAnimation.Skeleton.Data.Animations) {
animationNameTable[animationObject.Name] = animationObject;
animationSkeletonTable[animationObject] = skeletonAnimation;
}
@ -119,7 +127,6 @@ namespace Spine.Unity {
}
public Animation FindAnimation (string animationName) {
// Analysis disable once LocalVariableHidesMember
Animation animation;
animationNameTable.TryGetValue(animationName, out animation);
return animation;
@ -138,11 +145,10 @@ namespace Spine.Unity {
if (skeletonAnimation != null) {
SetActiveSkeleton(skeletonAnimation);
skeletonAnimation.skeleton.SetToSetupPose();
var trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
TrackEntry trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
skeletonAnimation.Update(0);
return trackEntry;
}
return null;
}