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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[sdl] Better leak detection in example
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@ -29,64 +29,74 @@
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#include <spine-sdl-cpp.h>
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#include <SDL.h>
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#include <spine/Debug.h>
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#undef main
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spine::DebugExtension dbgExtension(spine::SpineExtension::getInstance());
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extern spine::SkeletonRenderer *skeletonRenderer;
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int main(int argc, char **argv) {
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if (SDL_Init(SDL_INIT_VIDEO)) {
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printf("Error: %s", SDL_GetError());
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return -1;
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}
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SDL_Window *window = SDL_CreateWindow("Spine SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, 0);
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if (!window) {
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printf("Error: %s", SDL_GetError());
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return -1;
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}
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (!renderer) {
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printf("Error: %s", SDL_GetError());
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return -1;
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}
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int main() {
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spine::SpineExtension::setInstance(&dbgExtension);
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{
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if (SDL_Init(SDL_INIT_VIDEO)) {
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printf("Error: %s", SDL_GetError());
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return -1;
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}
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SDL_Window *window = SDL_CreateWindow("Spine SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600,
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0);
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if (!window) {
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printf("Error: %s", SDL_GetError());
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return -1;
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}
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (!renderer) {
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printf("Error: %s", SDL_GetError());
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return -1;
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}
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spine::SDLTextureLoader textureLoader(renderer);
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spine::Atlas atlas("data/spineboy-pma.atlas", &textureLoader);
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spine::AtlasAttachmentLoader attachmentLoader(&atlas);
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spine::SkeletonJson json(&attachmentLoader);
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json.setScale(0.5f);
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spine::SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json");
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spine::SkeletonDrawable drawable(skeletonData);
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drawable.usePremultipliedAlpha = true;
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drawable.animationState->getData()->setDefaultMix(0.2f);
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drawable.skeleton->setPosition(400, 500);
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drawable.skeleton->setToSetupPose();
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drawable.animationState->setAnimation(0, "portal", true);
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drawable.animationState->addAnimation(0, "run", true, 0);
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drawable.update(0, spine::Physics_Update);
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spine::SDLTextureLoader textureLoader(renderer);
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spine::Atlas atlas("data/spineboy-pma.atlas", &textureLoader);
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spine::AtlasAttachmentLoader attachmentLoader(&atlas);
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spine::SkeletonJson json(&attachmentLoader);
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json.setScale(0.5f);
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spine::SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json");
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spine::SkeletonDrawable drawable(skeletonData);
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drawable.usePremultipliedAlpha = true;
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drawable.animationState->getData()->setDefaultMix(0.2f);
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drawable.skeleton->setPosition(400, 500);
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drawable.skeleton->setToSetupPose();
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drawable.animationState->setAnimation(0, "portal", true);
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drawable.animationState->addAnimation(0, "run", true, 0);
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drawable.update(0, spine::Physics_Update);
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bool quit = false;
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uint64_t lastFrameTime = SDL_GetPerformanceCounter();
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while (!quit) {
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SDL_Event event;
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while (SDL_PollEvent(&event) != 0) {
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if (event.type == SDL_QUIT) {
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quit = true;
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break;
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}
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}
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bool quit = false;
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uint64_t lastFrameTime = SDL_GetPerformanceCounter();
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while (!quit) {
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SDL_Event event;
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while (SDL_PollEvent(&event) != 0) {
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if (event.type == SDL_QUIT) {
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quit = true;
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break;
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}
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}
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SDL_SetRenderDrawColor(renderer, 94, 93, 96, 255);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 94, 93, 96, 255);
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SDL_RenderClear(renderer);
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uint64_t now = SDL_GetPerformanceCounter();
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double deltaTime = (now - lastFrameTime) / (double) SDL_GetPerformanceFrequency();
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lastFrameTime = now;
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uint64_t now = SDL_GetPerformanceCounter();
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double deltaTime = (now - lastFrameTime) / (double) SDL_GetPerformanceFrequency();
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lastFrameTime = now;
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drawable.update(deltaTime, spine::Physics_Update);
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drawable.draw(renderer);
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drawable.update(deltaTime, spine::Physics_Update);
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drawable.draw(renderer);
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SDL_RenderPresent(renderer);
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}
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyWindow(window);
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SDL_Quit();
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SDL_DestroyWindow(window);
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SDL_Quit();
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delete skeletonData;
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}
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delete skeletonRenderer;
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dbgExtension.reportLeaks();
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return 0;
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}
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@ -33,10 +33,11 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#include <spine/Debug.h>
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using namespace spine;
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SkeletonRenderer skeletonRenderer;
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SkeletonRenderer *skeletonRenderer = nullptr;
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SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *animationStateData) {
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Bone::setYDown(true);
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@ -61,14 +62,15 @@ void SkeletonDrawable::update(float delta, Physics physics) {
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}
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inline void toSDLColor(uint32_t color, SDL_Color *sdlColor) {
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sdlColor->r = (color >> 24) & 0xFF;
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sdlColor->g = (color >> 16) & 0xFF;
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sdlColor->b = (color >> 8) & 0xFF;
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sdlColor->a = color & 0xFF;
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sdlColor->a = (color >> 24) & 0xFF;
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sdlColor->r = (color >> 16) & 0xFF;
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sdlColor->g = (color >> 8) & 0xFF;
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sdlColor->b = color & 0xFF;
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}
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void SkeletonDrawable::draw(SDL_Renderer *renderer) {
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RenderCommand *command = skeletonRenderer.render(*skeleton);
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if (!skeletonRenderer) skeletonRenderer = new (__FILE__, __LINE__) SkeletonRenderer();
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RenderCommand *command = skeletonRenderer->render(*skeleton);
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while(command) {
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float *positions = command->positions;
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float *uvs = command->uvs;
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