[sdl] Better leak detection in example

This commit is contained in:
Mario Zechner 2024-07-01 15:48:34 +02:00
parent dcaa4f935e
commit d3c8ccbfc1
2 changed files with 68 additions and 56 deletions

View File

@ -29,14 +29,20 @@
#include <spine-sdl-cpp.h>
#include <SDL.h>
#include <spine/Debug.h>
#undef main
spine::DebugExtension dbgExtension(spine::SpineExtension::getInstance());
extern spine::SkeletonRenderer *skeletonRenderer;
int main(int argc, char **argv) {
int main() {
spine::SpineExtension::setInstance(&dbgExtension);
{
if (SDL_Init(SDL_INIT_VIDEO)) {
printf("Error: %s", SDL_GetError());
return -1;
}
SDL_Window *window = SDL_CreateWindow("Spine SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, 0);
SDL_Window *window = SDL_CreateWindow("Spine SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600,
0);
if (!window) {
printf("Error: %s", SDL_GetError());
return -1;
@ -88,5 +94,9 @@ int main(int argc, char **argv) {
SDL_DestroyWindow(window);
SDL_Quit();
delete skeletonData;
}
delete skeletonRenderer;
dbgExtension.reportLeaks();
return 0;
}

View File

@ -33,10 +33,11 @@
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <spine/Debug.h>
using namespace spine;
SkeletonRenderer skeletonRenderer;
SkeletonRenderer *skeletonRenderer = nullptr;
SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *animationStateData) {
Bone::setYDown(true);
@ -61,14 +62,15 @@ void SkeletonDrawable::update(float delta, Physics physics) {
}
inline void toSDLColor(uint32_t color, SDL_Color *sdlColor) {
sdlColor->r = (color >> 24) & 0xFF;
sdlColor->g = (color >> 16) & 0xFF;
sdlColor->b = (color >> 8) & 0xFF;
sdlColor->a = color & 0xFF;
sdlColor->a = (color >> 24) & 0xFF;
sdlColor->r = (color >> 16) & 0xFF;
sdlColor->g = (color >> 8) & 0xFF;
sdlColor->b = color & 0xFF;
}
void SkeletonDrawable::draw(SDL_Renderer *renderer) {
RenderCommand *command = skeletonRenderer.render(*skeleton);
if (!skeletonRenderer) skeletonRenderer = new (__FILE__, __LINE__) SkeletonRenderer();
RenderCommand *command = skeletonRenderer->render(*skeleton);
while(command) {
float *positions = command->positions;
float *uvs = command->uvs;