mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
258 lines
8.4 KiB
C
258 lines
8.4 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-c.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdarg.h>
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#include <locale.h>
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// Custom texture loader that doesn't load actual textures
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void *headlessTextureLoader(const char *path) {
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// Don't load actual texture, just return a dummy pointer
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return (void *) 1;
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}
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void headlessTextureUnloader(void *texture) {
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// Nothing to do
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}
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// Printer functions
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static int indentLevel = 0;
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static const char *INDENT = " ";
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void print_indent(const char *format, ...) {
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for (int i = 0; i < indentLevel; i++) {
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printf("%s", INDENT);
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}
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va_list args;
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va_start(args, format);
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vprintf(format, args);
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va_end(args);
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printf("\n");
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}
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void indent(void) {
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indentLevel++;
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}
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void unindent(void) {
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indentLevel--;
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}
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void printSkeletonData(spine_skeleton_data data) {
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print_indent("SkeletonData {");
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indent();
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const char *name = spine_skeleton_data_get_name(data);
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const char *version = spine_skeleton_data_get_version(data);
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const char *hash = spine_skeleton_data_get_hash(data);
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const char *imagesPath = spine_skeleton_data_get_images_path(data);
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const char *audioPath = spine_skeleton_data_get_audio_path(data);
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print_indent("name: \"%s\"", name ? name : "");
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print_indent("version: \"%s\"", version ? version : "");
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print_indent("hash: \"%s\"", hash ? hash : "");
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print_indent("x: %.6f", spine_skeleton_data_get_x(data));
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print_indent("y: %.6f", spine_skeleton_data_get_y(data));
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print_indent("width: %.6f", spine_skeleton_data_get_width(data));
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print_indent("height: %.6f", spine_skeleton_data_get_height(data));
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print_indent("referenceScale: %.6f", spine_skeleton_data_get_reference_scale(data));
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print_indent("fps: %.6f", spine_skeleton_data_get_fps(data));
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print_indent("imagesPath: \"%s\"", imagesPath ? imagesPath : "");
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print_indent("audioPath: \"%s\"", audioPath ? audioPath : "");
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// TODO: Add bones, slots, skins, animations, etc. in future expansion
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unindent();
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print_indent("}");
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}
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void printSkeleton(spine_skeleton skeleton) {
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print_indent("Skeleton {");
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indent();
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print_indent("x: %.6f", spine_skeleton_get_x(skeleton));
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print_indent("y: %.6f", spine_skeleton_get_y(skeleton));
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print_indent("scaleX: %.6f", spine_skeleton_get_scale_x(skeleton));
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print_indent("scaleY: %.6f", spine_skeleton_get_scale_y(skeleton));
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print_indent("time: %.6f", spine_skeleton_get_time(skeleton));
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// TODO: Add runtime state (bones, slots, etc.) in future expansion
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unindent();
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print_indent("}");
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}
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// Helper function to read file contents
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uint8_t *read_file(const char *path, int *length) {
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FILE *file = fopen(path, "rb");
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if (!file) return NULL;
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fseek(file, 0, SEEK_END);
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*length = (int) ftell(file);
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fseek(file, 0, SEEK_SET);
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uint8_t *data = (uint8_t *) malloc(*length + 1);
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fread(data, 1, *length, file);
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data[*length] = '\0';
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fclose(file);
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return data;
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}
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int main(int argc, char *argv[]) {
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// Set locale to ensure consistent number formatting
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setlocale(LC_ALL, "C");
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if (argc < 3) {
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fprintf(stderr, "Usage: DebugPrinter <skeleton-path> <atlas-path> [animation-name]\n");
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return 1;
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}
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spine_bone_set_y_down(false);
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const char *skeletonPath = argv[1];
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const char *atlasPath = argv[2];
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const char *animationName = argc >= 4 ? argv[3] : NULL;
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// Read atlas file
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int atlasLength = 0;
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uint8_t *atlasBytes = read_file(atlasPath, &atlasLength);
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if (!atlasBytes) {
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fprintf(stderr, "Failed to read atlas file\n");
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return 1;
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}
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// Extract directory from atlas path for texture loading
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char atlasDir[1024] = "";
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const char *lastSlash = strrchr(atlasPath, '/');
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if (lastSlash) {
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int dirLen = lastSlash - atlasPath + 1;
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strncpy(atlasDir, atlasPath, dirLen);
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atlasDir[dirLen] = '\0';
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}
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// Load atlas with headless texture loader
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spine_atlas_result atlasResult = spine_atlas_load_callback((const char *) atlasBytes, atlasDir, headlessTextureLoader, headlessTextureUnloader);
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free(atlasBytes);
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const char *atlasError = spine_atlas_result_get_error(atlasResult);
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if (atlasError) {
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fprintf(stderr, "Failed to load atlas: %s\n", atlasError);
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spine_atlas_result_dispose(atlasResult);
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return 1;
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}
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spine_atlas atlas = spine_atlas_result_get_atlas(atlasResult);
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// Load skeleton data
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spine_skeleton_data_result result = {0};
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spine_skeleton_data skeletonData = NULL;
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if (strstr(skeletonPath, ".json") != NULL) {
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int skeletonLength = 0;
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uint8_t *skeletonBytes = read_file(skeletonPath, &skeletonLength);
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if (!skeletonBytes) {
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fprintf(stderr, "Failed to read skeleton file\n");
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spine_atlas_result_dispose(atlasResult);
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return 1;
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}
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result = spine_skeleton_data_load_json(atlas, (const char *) skeletonBytes, skeletonPath);
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free(skeletonBytes);
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} else {
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int skeletonLength = 0;
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uint8_t *skeletonBytes = read_file(skeletonPath, &skeletonLength);
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if (!skeletonBytes) {
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fprintf(stderr, "Failed to read skeleton file\n");
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spine_atlas_result_dispose(atlasResult);
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return 1;
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}
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result = spine_skeleton_data_load_binary(atlas, skeletonBytes, skeletonLength, skeletonPath);
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free(skeletonBytes);
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}
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skeletonData = spine_skeleton_data_result_get_data(result);
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if (!skeletonData) {
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const char *error = spine_skeleton_data_result_get_error(result);
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fprintf(stderr, "Failed to load skeleton data: %s\n", error ? error : "Unknown error");
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spine_skeleton_data_result_dispose(result);
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spine_atlas_result_dispose(atlasResult);
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return 1;
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}
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// Print skeleton data
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printf("=== SKELETON DATA ===\n");
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printSkeletonData(skeletonData);
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// Create skeleton instance
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spine_skeleton skeleton = spine_skeleton_create(skeletonData);
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// Create animation state
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spine_animation_state_data stateData = spine_animation_state_data_create(skeletonData);
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spine_animation_state state = spine_animation_state_create(stateData);
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spine_skeleton_setup_pose(skeleton);
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// Set animation or setup pose
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if (animationName != NULL) {
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// Find and set animation
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spine_animation animation = spine_skeleton_data_find_animation(skeletonData, animationName);
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if (!animation) {
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fprintf(stderr, "Animation not found: %s\n", animationName);
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spine_animation_state_dispose(state);
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spine_animation_state_data_dispose(stateData);
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spine_skeleton_dispose(skeleton);
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spine_skeleton_data_result_dispose(result);
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spine_atlas_result_dispose(atlasResult);
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return 1;
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}
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spine_animation_state_set_animation_1(state, 0, animationName, 1);
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// Update and apply
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spine_animation_state_update(state, 0.016f);
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spine_animation_state_apply(state, skeleton);
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}
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spine_skeleton_update_world_transform(skeleton, SPINE_PHYSICS_UPDATE);
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// Print skeleton state
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printf("\n=== SKELETON STATE ===\n");
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printSkeleton(skeleton);
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// Cleanup
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spine_animation_state_dispose(state);
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spine_animation_state_data_dispose(stateData);
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spine_skeleton_dispose(skeleton);
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spine_skeleton_data_result_dispose(result);
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spine_atlas_result_dispose(atlasResult);
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return 0;
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}
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