/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include #include #include #include using namespace std; using namespace spine; #include void callback (AnimationState* state, int trackIndex, EventType type, Event* event, int loopCount) { TrackEntry* entry = AnimationState_getCurrent(state, trackIndex); const char* animationName = (entry && entry->animation) ? entry->animation->name : 0; switch (type) { case ANIMATION_START: printf("%d start: %s\n", trackIndex, animationName); break; case ANIMATION_END: printf("%d end: %s\n", trackIndex, animationName); break; case ANIMATION_COMPLETE: printf("%d complete: %s, %d\n", trackIndex, animationName, loopCount); break; case ANIMATION_EVENT: printf("%d event: %s, %s: %d, %f, %s\n", trackIndex, animationName, event->data->name, event->intValue, event->floatValue, event->stringValue); break; } fflush(stdout); } void spineboy () { // Load atlas, skeleton, and animations. Atlas* atlas = Atlas_readAtlasFile("../data/spineboy.atlas"); SkeletonJson* json = SkeletonJson_create(atlas); SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/spineboy.json"); if (!skeletonData) { printf("%s\n", json->error); exit(0); } SkeletonJson_dispose(json); SkeletonBounds* bounds = SkeletonBounds_create(); // Configure mixing. AnimationStateData* stateData = AnimationStateData_create(skeletonData); AnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f); AnimationStateData_setMixByName(stateData, "jump", "walk", 0.4f); SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData); drawable->timeScale = 1; Skeleton* skeleton = drawable->skeleton; skeleton->flipX = false; skeleton->flipY = false; Skeleton_setToSetupPose(skeleton); skeleton->x = 320; skeleton->y = 420; Skeleton_updateWorldTransform(skeleton); Slot* headSlot = Skeleton_findSlot(skeleton, "head"); drawable->state->listener = callback; if (true) { AnimationState_setAnimationByName(drawable->state, 0, "drawOrder", true); } else { AnimationState_setAnimationByName(drawable->state, 0, "walk", true); AnimationState_addAnimationByName(drawable->state, 0, "jump", false, 0); AnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0); } sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); SkeletonBounds_update(bounds, skeleton, true); sf::Vector2i position = sf::Mouse::getPosition(window); if (SkeletonBounds_containsPoint(bounds, position.x, position.y)) { headSlot->g = 0; headSlot->b = 0; } else { headSlot->g = 1; headSlot->b = 1; } drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } SkeletonData_dispose(skeletonData); SkeletonBounds_dispose(bounds); Atlas_dispose(atlas); } void goblins () { // Load atlas, skeleton, and animations. Atlas* atlas = Atlas_readAtlasFile("../data/goblins.atlas"); SkeletonJson* json = SkeletonJson_create(atlas); json->scale = 2; SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/goblins.json"); Animation* walkAnimation = SkeletonData_findAnimation(skeletonData, "walk"); SkeletonJson_dispose(json); SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData); drawable->timeScale = 1; Skeleton* skeleton = drawable->skeleton; skeleton->flipX = false; skeleton->flipY = false; Skeleton_setSkinByName(skeleton, "goblin"); Skeleton_setSlotsToSetupPose(skeleton); // Skeleton_setAttachment(skeleton, "left hand item", "dagger"); skeleton->x = 320; skeleton->y = 590; Skeleton_updateWorldTransform(skeleton); AnimationState_setAnimation(drawable->state, 0, walkAnimation, true); sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML"); window.setFramerateLimit(60); sf::Event event; sf::Clock deltaClock; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); float delta = deltaClock.getElapsedTime().asSeconds(); deltaClock.restart(); drawable->update(delta); window.clear(); window.draw(*drawable); window.display(); } SkeletonData_dispose(skeletonData); Atlas_dispose(atlas); } int main () { spineboy(); goblins(); }