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[cocos2dx] Fixed Windows build of example
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@ -36,6 +36,7 @@ The Spine cocos2d-x example works on Windows and Mac OS X.
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5. Click `Browse Source` and select the directory `spine-runtimes`
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6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
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7. Click `Configure`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
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7. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
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8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2015. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
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9. Expand the cocos2d_libs sub project and delete the `editor-support/spine` group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.
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9. Expand `References` of the cocos2d_libs sub project, and remove the entry for `libSpine`, which should be marked with an error.
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@ -2,9 +2,7 @@
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#include "AppDelegate.h"
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#include "cocos2d.h"
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USING_NS_CC;
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int APIENTRY _tWinMain(HINSTANCE hInstance,
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int wWinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPTSTR lpCmdLine,
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int nCmdShow)
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@ -14,5 +12,5 @@ int APIENTRY _tWinMain(HINSTANCE hInstance,
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// create the application instance
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AppDelegate app;
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return Application::getInstance()->run();
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return cocos2d::Application::getInstance()->run();
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}
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@ -155,6 +155,7 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)" /D /E /I /F /Y
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\Bone.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\BoneData.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\BoundingBoxAttachment.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\Color.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\Event.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\EventData.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\extension.c" />
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@ -165,6 +166,7 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)" /D /E /I /F /Y
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\PathAttachment.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\PathConstraint.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\PathConstraintData.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\PointAttachment.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\RegionAttachment.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\Skeleton.c" />
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\SkeletonBinary.c" />
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@ -182,6 +184,7 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)" /D /E /I /F /Y
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<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />
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<ClCompile Include="..\..\src\spine\SkeletonBatch.cpp" />
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<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" />
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<ClCompile Include="..\..\src\spine\SkeletonTwoColorBatch.cpp" />
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<ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp" />
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<ClCompile Include="..\Classes\AppDelegate.cpp" />
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<ClCompile Include="..\Classes\BatchingExample.cpp" />
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@ -156,6 +156,15 @@
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\VertexAttachment.c">
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<Filter>spine</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\Color.c">
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<Filter>spine</Filter>
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</ClCompile>
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<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\PointAttachment.c">
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<Filter>spine</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\spine\SkeletonTwoColorBatch.cpp">
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<Filter>spine-cocos2dx</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="main.h">
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@ -28,7 +28,6 @@
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/SkeletonTwoColorBatch.h>
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#include "external/xxhash/xxhash.h"
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#include <spine/extension.h>
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#include <algorithm>
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@ -84,9 +83,8 @@ void TwoColorTrianglesCommand::generateMaterialID() {
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setSkipBatching(true);
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}
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else {
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int glProgram = (int)_glProgram->getProgram();
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int intArray[4] = { glProgram, (int)_textureID, (int)_blendType.src, (int)_blendType.dst};
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_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
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int glProgram = (int)_glProgram->getProgram();
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_materialID = glProgram + (int)_textureID + (int)_blendType.src + (int)_blendType.dst;
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}
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}
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