Merge branch '4.1' into 4.2-beta

# Conflicts:
#	spine-sfml/cpp/example/testbed.cpp
This commit is contained in:
Mario Zechner 2023-10-24 17:12:22 +02:00
commit aeef4495de
8 changed files with 77 additions and 25 deletions

View File

@ -33,7 +33,7 @@
static int /*bool*/ loadSequence(spAtlas *atlas, const char *basePath, spSequence *sequence) {
spTextureRegionArray *regions = sequence->regions;
char *path = CALLOC(char, strlen(basePath) + sequence->digits + 1);
char *path = CALLOC(char, strlen(basePath) + sequence->digits + 2);
int i;
for (i = 0; i < regions->size; i++) {
spSequence_getPath(sequence, basePath, i, path);

View File

@ -1144,7 +1144,7 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
TransformConstraintData *constraint = skeletonData->findTransformConstraint(constraintMap->_name);
int constraintIndex = skeletonData->_transformConstraints.indexOf(constraint);
TransformConstraintTimeline *timeline = new (__FILE__, __LINE__) TransformConstraintTimeline(
constraintMap->_size, constraintMap->_size << 2, constraintIndex);
constraintMap->_size, constraintMap->_size * 6, constraintIndex);
float time = Json::getFloat(keyMap, "time", 0);
float mixRotate = Json::getFloat(keyMap, "mixRotate", 1);

View File

@ -103,6 +103,7 @@ class MeshAttachment extends VertexAttachment implements HasTextureRegion {
while (i < n) {
uvs[i] = u + (1 - regionUVs[i + 1]) * width;
uvs[i + 1] = v + regionUVs[i] * height;
i += 2;
}
return;
}

View File

@ -33,27 +33,78 @@
using namespace spine;
class NullTextureLoader : public TextureLoader {
public:
virtual void load(AtlasPage &page, const String &path) {}
virtual void unload(void *texture) {}
};
class NullAttachmentLoader : public AttachmentLoader {
virtual RegionAttachment *newRegionAttachment(Skin &skin, const String &name, const String &path, Sequence *sequence) {
return new (__FILE__, __LINE__) RegionAttachment(name);
}
virtual MeshAttachment *newMeshAttachment(Skin &skin, const String &name, const String &path, Sequence *sequence) {
return new (__FILE__, __LINE__) MeshAttachment(name);
}
virtual BoundingBoxAttachment *newBoundingBoxAttachment(Skin &skin, const String &name) {
return new (__FILE__, __LINE__) BoundingBoxAttachment(name);
}
virtual PathAttachment *newPathAttachment(Skin &skin, const String &name) {
return new (__FILE__, __LINE__) PathAttachment(name);
}
virtual PointAttachment *newPointAttachment(Skin &skin, const String &name) {
return new (__FILE__, __LINE__) PointAttachment(name);
}
virtual ClippingAttachment *newClippingAttachment(Skin &skin, const String &name) {
return new (__FILE__, __LINE__) ClippingAttachment(name);
}
virtual void configureAttachment(Attachment *attachment) {
}
};
int main(void) {
String atlasFile("data/spineboy-pma.atlas");
String skeletonFile("data/spineboy-pro.skel");
String atlasFile("");
String skeletonFile("/Users/badlogic/Downloads/catsanddogs2.json");
String animation = "";
float scale = 0.6f;
SFMLTextureLoader textureLoader;
Atlas *atlas = new Atlas(atlasFile, &textureLoader);
NullAttachmentLoader nullLoader;
Atlas *atlas = atlasFile.length() == 0 ? nullptr : new Atlas(atlasFile, &textureLoader);
SkeletonData *skeletonData = nullptr;
if (strnstr(skeletonFile.buffer(), ".skel", skeletonFile.length())) {
SkeletonBinary binary(atlas);
binary.setScale(scale);
skeletonData = binary.readSkeletonDataFile(skeletonFile);
if (strnstr(skeletonFile.buffer(), ".skel", skeletonFile.length()) != nullptr) {
SkeletonBinary *binary = nullptr;
if (atlas) {
binary = new SkeletonBinary(atlas);
} else {
SkeletonJson json(atlas);
json.setScale(scale);
skeletonData = json.readSkeletonDataFile(skeletonFile);
binary = new SkeletonBinary(&nullLoader);
}
binary->setScale(scale);
skeletonData = binary->readSkeletonDataFile(skeletonFile);
delete binary;
} else {
SkeletonJson *json = nullptr;
if (atlas) {
json = new SkeletonJson(atlas);
} else {
json = new SkeletonJson(&nullLoader);
}
json->setScale(scale);
skeletonData = json->readSkeletonDataFile(skeletonFile);
delete json;
}
AnimationStateData stateData(skeletonData);
SkeletonDrawable drawable(skeletonData, &stateData);
drawable.skeleton->setPosition(320, 590);
drawable.state->setAnimation(0, "walk", true);
if (animation.length() > 0) drawable.state->setAnimation(0, animation, true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - testbed");
window.setFramerateLimit(60);