# spine-sdl Runtime Documentation > **Licensing** > > Please see the [Spine Runtimes License](/spine-runtimes-license) before integrating the Spine Runtimes into your applications. # Getting Started spine-sdl is a C and C++ based runtime to load, manipulate and render Spine skeletons with [SDL](https://www.libsdl.org/). spine-sdl requires SDL 2.0.18+ and supports all Spine features except two-color tinting. ## Installation The spine-sdl runtime is available as a C and C++ API. Both APIs are based on [spine-c](/spine-c) and [spine-cpp](/spine-cpp) runtimes. Note that spine-c depends on spine-cpp, so both are required regardless of which API you choose to use. ### Integration with CMake (Recommended) The easiest way to integrate spine-sdl into your project is via CMake FetchContent: ```cmake cmake_minimum_required(VERSION 3.16) project(MySpineProject) include(FetchContent) FetchContent_Declare( spine-sdl GIT_REPOSITORY https://github.com/esotericsoftware/spine-runtimes.git GIT_TAG 4.3 SOURCE_SUBDIR spine-sdl ) FetchContent_MakeAvailable(spine-sdl) # Create your executable add_executable(MyApp main.cpp) # For C API target_link_libraries(MyApp spine-sdl-c) # For C++ API target_link_libraries(MyApp spine-sdl-cpp) ``` This will automatically fetch and build spine-sdl along with all its dependencies (spine-c, spine-cpp, and SDL). ### Manual Integration If you prefer manual integration: 1. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download as a zip. 2. Add the required source files to your project: - For C API: Add sources from `spine-cpp/src`, `spine-c/src`, and `spine-sdl/src/spine-sdl-c.c` - For C++ API: Add sources from `spine-cpp/src`, `spine-c/src`, and `spine-sdl/src/spine-sdl-cpp.cpp` 3. Add the include directories: `spine-cpp/include`, `spine-c/include`, and `spine-sdl/src` 4. Link against SDL2 In your C or C++ code, include either of the following header files to get access to the `spine-sdl` API: ```cpp // C API #include // C++ API #include ``` > *Note:* spine-sdl requires the [`SDL_RenderGeometry`](https://wiki.libsdl.org/SDL_RenderGeometry) API which is available since SDL 2.0.18. Earlier versions of SDL are not compatible with spine-sdl. ## Samples The spine-sdl example works on Windows, Linux and Mac OS X. For a [spine-c](/spine-c) based example, see [example/main.c](/git/spine-runtimes/tree/spine-sdl/example/main.c), for a spine-cpp example see [example/main.cpp](/git/spine-runtimes/tree/spine-sdl/example/main.cpp). ### Windows 1. Install [Visual Studio Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++ and CMake. 2. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip. 3. Open Visual Studio Community, then open `spine-sdl/` via the **Open a local folder** button in the Visual Studio Community launcher. 4. Wait for CMake to finish, then select either `spine-sdl-c-example.exe` or `spine-sdl-cpp-example.exe` as the start-up project and start debugging. ### Linux 1. Install dependencies: ```bash sudo apt-get install cmake ninja-build # Ubuntu/Debian # or equivalent for your distribution ``` 2. Clone the repository: `git clone https://github.com/esotericsoftware/spine-runtimes` 3. Build and run: ```bash cd spine-runtimes/spine-sdl ./build.sh ./build/debug/spine-sdl-c-example # Run C example ./build/debug/spine-sdl-cpp-example # Run C++ example ``` ### macOS 1. Install [Xcode](https://developer.apple.com/xcode/) 2. Install [Homebrew](http://brew.sh/) 3. Install dependencies: ```bash brew install cmake ninja ``` 4. Clone the repository: `git clone https://github.com/esotericsoftware/spine-runtimes` 5. Build and run: ```bash cd spine-runtimes/spine-sdl ./build.sh ./build/debug/spine-sdl-c-example # Run C example ./build/debug/spine-sdl-cpp-example # Run C++ example ``` ## Using spine-sdl The spine-sdl runtime supports playback and manipulation of animations created with Spine with [SDL](https://www.libsdl.org). The spine-sdl runtime comes as both a C and C++ implementation, based on the generic [spine-c](/spine-c) and [spine-cpp](/spine-cpp) runtimes. It adds loading and rendering implementations based on the SDL APIs. Please consult the [Spine Runtimes Guide](/spine-runtimes) for a detailed overview of the Spine Runtime architecture, and the [spine-c](/spine-c) and [spine-cpp](/spine-cpp) documentation for information on the core APIs used to playback and manipulate animations created with Spine with C and C++. ### Exporting for SDL ![](/img/spine-runtimes-guide/spine-ue4/export.png) Please follow the instructions in the Spine User Guide on how to 1. [Export skeleton & animation data](/spine-export) 2. [Export texture atlases containing the images of your skeleton](/spine-texture-packer) An export of the skeleton data and texture atlas of your skeleton will yield the following files: ![](/img/spine-runtimes-guide/spine-ue4/exported-files.png) 1. `skeleton-name.json` or `skeleton-name.skel`, containing your skeleton and animation data. 2. `skeleton-name.atlas`, containing information about the texture atlas. 3. One or more `.png` files, each representing on page of your texture atlas containing the packed images your skeleton uses. > **Note:** The spine-sdl runtime does not support two-color tinting. ### Loading Spine skeletons The spine-sdl runtime uses the [`SDL_Renderer`](https://wiki.libsdl.org/SDL_Renderer) API to display skeletons. Before a skeleton can be loaded from exported files, an `SDL_Renderer` must be created: ```cpp SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); ``` #### Loading with C API With the new spine-c API, loading requires texture loading callbacks and manual file reading: ```cpp // Global renderer for texture loading callbacks static SDL_Renderer *g_renderer; // Texture loading callbacks void *load_texture_callback(const char *path) { extern void *load_texture(const char *path, SDL_Renderer *renderer); return load_texture(path, g_renderer); } void unload_texture_callback(void *texture) { SDL_DestroyTexture((SDL_Texture*)texture); } // Set the global renderer g_renderer = renderer; // Read atlas file into memory int atlas_length; char *atlas_data = read_file("data/spineboy-pma.atlas", &atlas_length); // Load atlas with callbacks spine_atlas_result atlas_result = spine_atlas_load_callback( atlas_data, "data/", load_texture_callback, unload_texture_callback); spine_atlas atlas = spine_atlas_result_get_atlas(atlas_result); // Read skeleton file into memory int skeleton_length; char *skeleton_data = read_file("data/spineboy-pro.json", &skeleton_length); // Load skeleton data spine_skeleton_data_result skeleton_result = spine_skeleton_data_load_json( atlas, skeleton_data, "data/"); spine_skeleton_data skeleton_data_handle = spine_skeleton_data_result_get_data(skeleton_result); // Free file data free(atlas_data); free(skeleton_data); ``` #### Loading with C++ API For the C++ API, a `SDLTextureLoader` is needed: ```cpp // C++ API spine::SDLTextureLoader textureLoader(renderer); spine::Atlas atlas("data/spineboy-pma.atlas", &textureLoader); spine::SkeletonJson json(atlas); spine::SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json"); ``` The loaded skeleton data and atlas can and should be shared across skeleton instances to reduce memory consumption and enable batched rendering of skeletons that share the same atlas data. ### Rendering Skeletons spine-sdl provides simple rendering functions that work directly with skeletons and skeleton drawables. #### C API ```cpp // Create skeleton drawable (combines skeleton + animation state) spine_skeleton_drawable drawable = spine_skeleton_drawable_create(skeleton_data_handle); spine_skeleton skeleton = spine_skeleton_drawable_get_skeleton(drawable); spine_animation_state animation_state = spine_skeleton_drawable_get_animation_state(drawable); // Setup skeleton spine_skeleton_set_position(skeleton, 400, 500); spine_skeleton_set_scale(skeleton, 0.5f, 0.5f); spine_skeleton_setup_pose(skeleton); // Setup animation spine_animation_state_set_animation_1(animation_state, 0, "portal", false); spine_animation_state_add_animation_1(animation_state, 0, "run", true, 0); // Update and render (in your main loop) spine_skeleton_drawable_update(drawable, deltaTime); spine_sdl_draw(drawable, renderer, true); // true for premultiplied alpha // Or draw skeleton directly without drawable spine_sdl_draw_skeleton(skeleton, renderer, true); // Cleanup spine_skeleton_drawable_dispose(drawable); spine_skeleton_data_dispose(skeleton_data_handle); spine_atlas_dispose(atlas); spine_skeleton_data_result_dispose(skeleton_result); spine_atlas_result_dispose(atlas_result); ``` #### C++ API ```cpp // Create skeleton and animation state spine::Skeleton skeleton(*skeletonData); spine::AnimationStateData animationStateData(*skeletonData); spine::AnimationState animationState(animationStateData); // Setup skeleton skeleton.setPosition(400, 500); skeleton.setupPose(); // Setup animation animationState.setAnimation(0, "portal", false); animationState.addAnimation(0, "run", true, 0); // Update and render (in your main loop) animationState.update(deltaTime); animationState.apply(skeleton); skeleton.update(deltaTime); skeleton.updateWorldTransform(spine::Physics_Update); // Draw using the simple SDL_draw function spine::SDL_draw(skeleton, renderer, true); // true for premultiplied alpha // Cleanup delete skeletonData; delete &atlas; ``` Please refer to the [spine-c](/spine-c) and [spine-cpp](/spine-cpp) documentation for more information on the APIs to manipulate skeletons and animation states. ### Cleanup When you no longer need the skeleton and atlas data, free their memory: #### C API ```cpp // Dispose skeleton drawable and data spine_skeleton_drawable_dispose(drawable); spine_skeleton_data_dispose(skeleton_data_handle); spine_atlas_dispose(atlas); spine_skeleton_data_result_dispose(skeleton_result); spine_atlas_result_dispose(atlas_result); // Free manually allocated file data free(atlas_data); free(skeleton_data); ``` #### C++ API ```cpp // C++ API cleanup delete skeletonData; delete &atlas; // If allocated with new ``` > *Note:* Freeing skeleton data and atlas instances will automatically dispose of any associated SDL textures through the texture loader.