/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include #include #include #include using namespace spine; // Provide the default extension implementation namespace spine { SpineExtension *getDefaultExtension() { return new DefaultSpineExtension(); } }// namespace spine // Mock texture that doesn't require OpenGL class MockTexture { public: int width = 1024; int height = 1024; }; // Custom texture loader that doesn't load actual textures class HeadlessTextureLoader : public TextureLoader { public: virtual void load(AtlasPage &page, const String &path) override { // Don't load actual texture, just set dimensions page.texture = new MockTexture(); page.width = 1024; page.height = 1024; } virtual void unload(void *texture) override { delete static_cast(texture); } }; class Printer { private: int indentLevel = 0; static constexpr const char *INDENT = " "; void print(const char *format, ...) { for (int i = 0; i < indentLevel; i++) { printf("%s", INDENT); } va_list args; va_start(args, format); vprintf(format, args); va_end(args); printf("\n"); } void indent() { indentLevel++; } void unindent() { indentLevel--; } public: void printSkeletonData(SkeletonData *data) { print("SkeletonData {"); indent(); print("name: \"%s\"", data->getName().buffer()); print("version: \"%s\"", data->getVersion().buffer()); print("hash: \"%s\"", data->getHash().buffer()); print("x: %.6f", data->getX()); print("y: %.6f", data->getY()); print("width: %.6f", data->getWidth()); print("height: %.6f", data->getHeight()); print("referenceScale: %.6f", data->getReferenceScale()); print("fps: %.6f", data->getFps()); print("imagesPath: \"%s\"", data->getImagesPath().buffer()); print("audioPath: \"%s\"", data->getAudioPath().buffer()); // TODO: Add bones, slots, skins, animations, etc. in future expansion unindent(); print("}"); } void printSkeleton(Skeleton *skeleton) { print("Skeleton {"); indent(); print("x: %.6f", skeleton->getX()); print("y: %.6f", skeleton->getY()); print("scaleX: %.6f", skeleton->getScaleX()); print("scaleY: %.6f", skeleton->getScaleY()); print("time: %.6f", skeleton->getTime()); // TODO: Add runtime state (bones, slots, etc.) in future expansion unindent(); print("}"); } }; int main(int argc, char *argv[]) { if (argc < 3) { fprintf(stderr, "Usage: DebugPrinter [animation-name]\n"); return 1; } Bone::setYDown(false); const char *skeletonPath = argv[1]; const char *atlasPath = argv[2]; const char *animationName = argc >= 4 ? argv[3] : nullptr; // Load atlas with headless texture loader HeadlessTextureLoader textureLoader; Atlas *atlas = new Atlas(atlasPath, &textureLoader); // Load skeleton data SkeletonData *skeletonData = nullptr; if (strstr(skeletonPath, ".json") != nullptr) { SkeletonJson json(atlas); skeletonData = json.readSkeletonDataFile(skeletonPath); } else { SkeletonBinary binary(atlas); skeletonData = binary.readSkeletonDataFile(skeletonPath); } if (!skeletonData) { fprintf(stderr, "Failed to load skeleton data\n"); delete atlas; return 1; } // Print skeleton data printf("=== SKELETON DATA ===\n"); Printer printer; printer.printSkeletonData(skeletonData); // Create skeleton instance Skeleton skeleton(*skeletonData); // Create animation state AnimationStateData stateData(skeletonData); AnimationState state(&stateData); skeleton.setupPose(); // Set animation or setup pose if (animationName != nullptr) { // Find and set animation Animation *animation = skeletonData->findAnimation(animationName); if (!animation) { fprintf(stderr, "Animation not found: %s\n", animationName); delete skeletonData; delete atlas; return 1; } state.setAnimation(0, animation, true); // Update and apply state.update(0.016f); state.apply(skeleton); } skeleton.updateWorldTransform(Physics_Update); // Print skeleton state printf("\n=== SKELETON STATE ===\n"); printer.printSkeleton(&skeleton); // Cleanup delete skeletonData; delete atlas; return 0; }