2025-08-28 13:38:51 +02:00

117 lines
4.5 KiB
C++

/******************************************************************************
* 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 "spine/AnimationState.h"
#include <spine-sfml.h>
#include <stdio.h>
using namespace spine;
int main() {
// Create SFML window
sf::RenderWindow window(sf::VideoMode(800, 600), "Spine SFML C++ Example");
window.setFramerateLimit(60);
// Load atlas and skeleton
SFMLTextureLoader textureLoader;
Atlas atlas("data/spineboy-pma.atlas", &textureLoader);
SkeletonBinary binary(atlas);
SkeletonData* skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel");
if (!skeletonData) {
printf("Failed to load skeleton data\n");
return 1;
}
// Create skeleton and animation state
Skeleton skeleton(*skeletonData);
AnimationStateData animationStateData(*skeletonData);
animationStateData.setDefaultMix(0.2f);
AnimationState animationState(animationStateData);
// Setup skeleton
skeleton.setPosition(400, 500);
skeleton.setScaleX(0.5f);
skeleton.setScaleY(0.5f);
skeleton.setupPose();
// Setup animation sequence with listener callback on the "run" animation
animationState.setAnimation(0, "portal", false);
animationState.addAnimation(0, "run", true, 0).setListener([](AnimationState* state, EventType type, TrackEntry* entry, Event* event) {
switch(type) {
case spine::EventType_Start:
printf("Animation started: %s\n", entry->getAnimation().getName().buffer());
break;
case spine::EventType_Interrupt:
printf("Animation interrupted: %s\n", entry->getAnimation().getName().buffer());
break;
case spine::EventType_End:
printf("Animation ended: %s\n", entry->getAnimation().getName().buffer());
break;
case spine::EventType_Complete:
printf("Animation completed: %s\n", entry->getAnimation().getName().buffer());
break;
case spine::EventType_Dispose:
printf("Animation disposed: %s\n", entry->getAnimation().getName().buffer());
break;
case spine::EventType_Event:
printf("Event fired: %s\n", event->getData().getName().buffer());
break;
}
});
// Main loop
sf::Clock clock;
while (window.isOpen()) {
// Handle SDL events
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
}
// Update animation
float deltaTime = clock.restart().asSeconds();
animationState.update(deltaTime);
animationState.apply(skeleton);
skeleton.update(deltaTime);
skeleton.updateWorldTransform(Physics_Update);
// Clear and draw
window.clear(sf::Color::Black);
SFML_draw(skeleton, window, true);
window.display();
}
// Cleanup (only skeletonData, everything else is stack allocated)
delete skeletonData;
return 0;
}