mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-03 06:09:09 +08:00
- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes - Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes - Updated all spine-c based runtime READMEs with new usage and example instructions - Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated - Renamed spine-cocos2d-iphone to spine-cocos2d-iphone Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory Added Visual Studio support to CMake build Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00 * Added CMake build for spine-c and spine-sfml * Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still * Added transform constraint rotate, scale, and shear offsets and mixes * Added spTransformConstraintTimeline * Added bone shearing * Added spShearTimeline * Changed spSkeleton_updateCache * Changed JSON format, see http://esotericsoftware.com/spine-json-format Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet Fixed spine-cocos2dx Visual Studio projects Reworked cocos2dx dependency resolution Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example Updated spine-sfml README with instructions for Windows Updated spine-sfml README with instructions for Linux and Mac OS X Fixed README formatting More formatting, sorry, can't preview markdown... More README changes Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README Updated spine-cocos2d-objc README Added context when exceptions are thrown during attachment and animation parsing. Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version. [Unity] Update BoneFollower Added coverting linkedmesh to weightedlinkedmesh. [LUA] AnimationState trackCount bugfixes (#466) * resolved conflict * made trackCount keep count, not maximum track index. Prettier with varargs. Updated .gitignore to exclude cocos2dx dependencies Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
255 lines
9.0 KiB
C++
255 lines
9.0 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/SkeletonAnimation.h>
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#include <spine/spine-cocos2dx.h>
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#include <spine/extension.h>
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#include <algorithm>
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USING_NS_CC;
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using std::min;
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using std::max;
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using std::vector;
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namespace spine {
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void animationCallback (spAnimationState* state, int trackIndex, spEventType type, spEvent* event, int loopCount) {
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((SkeletonAnimation*)state->rendererObject)->onAnimationStateEvent(trackIndex, type, event, loopCount);
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}
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void trackEntryCallback (spAnimationState* state, int trackIndex, spEventType type, spEvent* event, int loopCount) {
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((SkeletonAnimation*)state->rendererObject)->onTrackEntryEvent(trackIndex, type, event, loopCount);
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}
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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EndListener endListener;
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CompleteListener completeListener;
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EventListener eventListener;
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} _TrackEntryListeners;
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static _TrackEntryListeners* getListeners (spTrackEntry* entry) {
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if (!entry->rendererObject) {
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entry->rendererObject = NEW(spine::_TrackEntryListeners);
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entry->listener = trackEntryCallback;
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}
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return (_TrackEntryListeners*)entry->rendererObject;
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}
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void disposeTrackEntry (spTrackEntry* entry) {
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if (entry->rendererObject) FREE(entry->rendererObject);
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_spTrackEntry_dispose(entry);
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}
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//
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SkeletonAnimation* SkeletonAnimation::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonAnimation* node = new SkeletonAnimation(skeletonData, ownsSkeletonData);
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node->autorelease();
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return node;
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}
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SkeletonAnimation* SkeletonAnimation::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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SkeletonAnimation* node = new SkeletonAnimation(skeletonDataFile, atlas, scale);
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node->autorelease();
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return node;
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}
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SkeletonAnimation* SkeletonAnimation::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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SkeletonAnimation* node = new SkeletonAnimation(skeletonDataFile, atlasFile, scale);
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node->autorelease();
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return node;
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}
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void SkeletonAnimation::initialize () {
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_ownsAnimationStateData = true;
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_state = spAnimationState_create(spAnimationStateData_create(_skeleton->data));
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_state->rendererObject = this;
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_state->listener = animationCallback;
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_spAnimationState* stateInternal = (_spAnimationState*)_state;
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stateInternal->disposeTrackEntry = disposeTrackEntry;
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}
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SkeletonAnimation::SkeletonAnimation ()
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: SkeletonRenderer() {
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}
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SkeletonAnimation::SkeletonAnimation (spSkeletonData *skeletonData, bool ownsSkeletonData)
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: SkeletonRenderer(skeletonData, ownsSkeletonData) {
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initialize();
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}
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SkeletonAnimation::SkeletonAnimation (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
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: SkeletonRenderer(skeletonDataFile, atlas, scale) {
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initialize();
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}
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SkeletonAnimation::SkeletonAnimation (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
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: SkeletonRenderer(skeletonDataFile, atlasFile, scale) {
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initialize();
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}
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SkeletonAnimation::~SkeletonAnimation () {
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if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
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spAnimationState_dispose(_state);
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}
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void SkeletonAnimation::update (float deltaTime) {
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super::update(deltaTime);
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deltaTime *= _timeScale;
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spAnimationState_update(_state, deltaTime);
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spAnimationState_apply(_state, _skeleton);
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spSkeleton_updateWorldTransform(_skeleton);
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}
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void SkeletonAnimation::setAnimationStateData (spAnimationStateData* stateData) {
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CCASSERT(stateData, "stateData cannot be null.");
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if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
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spAnimationState_dispose(_state);
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_ownsAnimationStateData = false;
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_state = spAnimationState_create(stateData);
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_state->rendererObject = this;
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_state->listener = animationCallback;
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}
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void SkeletonAnimation::setMix (const std::string& fromAnimation, const std::string& toAnimation, float duration) {
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spAnimationStateData_setMixByName(_state->data, fromAnimation.c_str(), toAnimation.c_str(), duration);
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}
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spTrackEntry* SkeletonAnimation::setAnimation (int trackIndex, const std::string& name, bool loop) {
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spAnimation* animation = spSkeletonData_findAnimation(_skeleton->data, name.c_str());
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if (!animation) {
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log("Spine: Animation not found: %s", name.c_str());
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return 0;
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}
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return spAnimationState_setAnimation(_state, trackIndex, animation, loop);
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}
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spTrackEntry* SkeletonAnimation::addAnimation (int trackIndex, const std::string& name, bool loop, float delay) {
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spAnimation* animation = spSkeletonData_findAnimation(_skeleton->data, name.c_str());
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if (!animation) {
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log("Spine: Animation not found: %s", name.c_str());
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return 0;
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}
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return spAnimationState_addAnimation(_state, trackIndex, animation, loop, delay);
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}
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spTrackEntry* SkeletonAnimation::getCurrent (int trackIndex) {
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return spAnimationState_getCurrent(_state, trackIndex);
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}
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void SkeletonAnimation::clearTracks () {
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spAnimationState_clearTracks(_state);
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}
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void SkeletonAnimation::clearTrack (int trackIndex) {
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spAnimationState_clearTrack(_state, trackIndex);
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}
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void SkeletonAnimation::onAnimationStateEvent (int trackIndex, spEventType type, spEvent* event, int loopCount) {
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switch (type) {
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case SP_ANIMATION_START:
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if (_startListener) _startListener(trackIndex);
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break;
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case SP_ANIMATION_END:
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if (_endListener) _endListener(trackIndex);
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break;
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case SP_ANIMATION_COMPLETE:
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if (_completeListener) _completeListener(trackIndex, loopCount);
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break;
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case SP_ANIMATION_EVENT:
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if (_eventListener) _eventListener(trackIndex, event);
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break;
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}
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}
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void SkeletonAnimation::onTrackEntryEvent (int trackIndex, spEventType type, spEvent* event, int loopCount) {
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spTrackEntry* entry = spAnimationState_getCurrent(_state, trackIndex);
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if (!entry->rendererObject) return;
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_TrackEntryListeners* listeners = (_TrackEntryListeners*)entry->rendererObject;
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switch (type) {
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case SP_ANIMATION_START:
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if (listeners->startListener) listeners->startListener(trackIndex);
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break;
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case SP_ANIMATION_END:
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if (listeners->endListener) listeners->endListener(trackIndex);
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break;
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case SP_ANIMATION_COMPLETE:
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if (listeners->completeListener) listeners->completeListener(trackIndex, loopCount);
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break;
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case SP_ANIMATION_EVENT:
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if (listeners->eventListener) listeners->eventListener(trackIndex, event);
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break;
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}
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}
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void SkeletonAnimation::setStartListener (const StartListener& listener) {
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_startListener = listener;
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}
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void SkeletonAnimation::setEndListener (const EndListener& listener) {
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_endListener = listener;
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}
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void SkeletonAnimation::setCompleteListener (const CompleteListener& listener) {
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_completeListener = listener;
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}
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void SkeletonAnimation::setEventListener (const EventListener& listener) {
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_eventListener = listener;
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}
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void SkeletonAnimation::setTrackStartListener (spTrackEntry* entry, const StartListener& listener) {
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getListeners(entry)->startListener = listener;
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}
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void SkeletonAnimation::setTrackEndListener (spTrackEntry* entry, const EndListener& listener) {
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getListeners(entry)->endListener = listener;
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}
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void SkeletonAnimation::setTrackCompleteListener (spTrackEntry* entry, const CompleteListener& listener) {
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getListeners(entry)->completeListener = listener;
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}
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void SkeletonAnimation::setTrackEventListener (spTrackEntry* entry, const EventListener& listener) {
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getListeners(entry)->eventListener = listener;
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}
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spAnimationState* SkeletonAnimation::getState() const {
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return _state;
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}
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}
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