badlogic
bb48f1466b
[cpp][ue4] All classes now optionally export through SP_API. Also fixed code to escape MSVC++ compiler bug, where multiple static const exported class fields on the same line will trigger a compile error.
2018-09-28 16:47:19 +02:00
badlogic
1454f8a97a
[ue4] Fixed up spine-cpp for use in UE4.
2018-06-06 15:44:09 +02:00
badlogic
162ce9f5aa
Fixed meshes.
2018-05-30 18:31:36 +02:00
badlogic
878a6e6435
Refactored C++ runtime, added cocos2d-x cpp runtime.
2018-05-30 17:31:11 +02:00
badlogic
bd665df1d3
[cpp] Cleaned up API.
2018-03-05 16:58:12 +01:00
badlogic
9ceec41432
[cpp] Removed toString, fixed up remaining memory leaks in clipping and animation state code.
2018-03-05 14:32:09 +01:00
badlogic
7a18b81226
[cpp] Added toString method for SpineObjects, fixed up math, fixed up IKConstraint.
2018-02-23 15:45:45 +01:00
badlogic
a8af3fa07e
[cpp] First Clang-Tidy run.
2018-02-16 17:36:07 +01:00
badlogic
895407b69d
[cpp] Replaced all usages of std::string (except in RTTI) with custom String. Fixed a bunch of unnecessary copies/pass by values.
2018-02-16 16:51:55 +01:00
badlogic
11d0a47360
[cpp] Fixed up memory issues & crashes. HashMap is a linked list atm, need a better replacement.
2018-02-15 18:45:24 +01:00
badlogic
e7e240d109
[cpp] Crashes and leaks everywhere :D
2018-02-14 16:49:55 +01:00
badlogic
7180f17af2
[cpp] All Spine objects derrive from SpineObject so we can override new/delete, which in turn calls SpineExtension allocation methods (not implemented yet). Refactored SpineExtension, removing use of macros, introducing use of templated static methods for more comfort. Rewired all allocation code throughout the runtime. See #1046 .
2018-02-01 17:40:55 +01:00
Stephen Gowen
d403db2754
Forgot to move the namespace braces.
2017-12-13 12:08:23 -05:00
Stephen Gowen
64fd7c2886
Moving Braces to Same Line
2017-12-12 10:51:11 -05:00
Stephen Gowen
8b53400425
wip
2017-11-25 17:47:43 -05:00
Stephen Gowen
107c18e237
Closer still.
...
So here is what I have left:
1. Implement the Timeline classes (from Animation)
2. Implement AnimationState
3. Implement SkeletonJson
4. Implement SkeletonBinary
Seems like a lot, but most of the file IO stuff is going to get more or
less ripped directly from the C runtime, so I’m actually pretty close I
think!
2017-11-24 18:13:14 -05:00
Stephen Gowen
5bba269f13
Changing RTTI to SPINE_RTTI and RTTI.h/cpp to SpineRTTI.h/cpp
2017-11-19 19:01:30 -05:00
Stephen Gowen
c4b7df2c2c
The power of commenting stuff out!
2017-11-16 14:02:39 -05:00
Stephen Gowen
949eb15944
wip
2017-11-15 19:07:09 -05:00
Stephen Gowen
d80a00ead6
wip
2017-11-12 17:27:09 -05:00
Stephen Gowen
38f4fdde28
Okay, gonna do this properly. Will use spine-c AND spine-cpp in parallel. This will be good for benchmarking during and after development.
2017-09-29 12:18:02 -04:00
Stephen Gowen
4e542e2931
Initial Commit, nothing special going on here yet!
2017-09-27 16:42:00 -04:00