mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
117 lines
4.5 KiB
C++
117 lines
4.5 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "spine/AnimationState.h"
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#include <spine-sfml.h>
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#include <stdio.h>
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using namespace spine;
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int main() {
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// Create SFML window
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sf::RenderWindow window(sf::VideoMode(800, 600), "Spine SFML C++ Example");
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window.setFramerateLimit(60);
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// Load atlas and skeleton
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SFMLTextureLoader textureLoader;
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Atlas atlas("data/spineboy-pma.atlas", &textureLoader);
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SkeletonBinary binary(atlas);
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SkeletonData* skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel");
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if (!skeletonData) {
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printf("Failed to load skeleton data\n");
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return 1;
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}
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// Create skeleton and animation state
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Skeleton skeleton(*skeletonData);
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AnimationStateData animationStateData(*skeletonData);
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animationStateData.setDefaultMix(0.2f);
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AnimationState animationState(animationStateData);
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// Setup skeleton
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skeleton.setPosition(400, 500);
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skeleton.setScaleX(0.5f);
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skeleton.setScaleY(0.5f);
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skeleton.setupPose();
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// Setup animation sequence with listener callback on the "run" animation
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animationState.setAnimation(0, "portal", false);
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animationState.addAnimation(0, "run", true, 0).setListener([](AnimationState* state, EventType type, TrackEntry* entry, Event* event) {
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switch(type) {
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case spine::EventType_Start:
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printf("Animation started: %s\n", entry->getAnimation().getName().buffer());
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break;
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case spine::EventType_Interrupt:
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printf("Animation interrupted: %s\n", entry->getAnimation().getName().buffer());
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break;
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case spine::EventType_End:
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printf("Animation ended: %s\n", entry->getAnimation().getName().buffer());
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break;
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case spine::EventType_Complete:
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printf("Animation completed: %s\n", entry->getAnimation().getName().buffer());
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break;
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case spine::EventType_Dispose:
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printf("Animation disposed: %s\n", entry->getAnimation().getName().buffer());
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break;
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case spine::EventType_Event:
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printf("Event fired: %s\n", event->getData().getName().buffer());
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break;
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}
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});
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// Main loop
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sf::Clock clock;
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while (window.isOpen()) {
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// Handle SDL events
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed) {
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window.close();
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}
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}
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// Update animation
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float deltaTime = clock.restart().asSeconds();
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animationState.update(deltaTime);
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animationState.apply(skeleton);
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skeleton.update(deltaTime);
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skeleton.updateWorldTransform(Physics_Update);
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// Clear and draw
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window.clear(sf::Color::Black);
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SFML_draw(skeleton, window, true);
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window.display();
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}
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// Cleanup (only skeletonData, everything else is stack allocated)
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delete skeletonData;
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return 0;
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} |