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https://github.com/EsotericSoftware/spine-runtimes.git
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* [c] Implement binary skeleton loader. * [sfml] Use skeleton binary loader in example. * [c] Remove spAnimation_createWithTimelines.
326 lines
10 KiB
C++
326 lines
10 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 <iostream>
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#include <string.h>
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#include <spine/spine-sfml.h>
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#include <SFML/Graphics.hpp>
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#include <SFML/Window/Mouse.hpp>
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using namespace std;
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using namespace spine;
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#include <stdio.h>
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#include <stdlib.h>
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void callback (AnimationState* state, int trackIndex, EventType type, Event* event, int loopCount) {
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TrackEntry* entry = AnimationState_getCurrent(state, trackIndex);
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const char* animationName = (entry && entry->animation) ? entry->animation->name : 0;
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switch (type) {
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case ANIMATION_START:
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printf("%d start: %s\n", trackIndex, animationName);
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break;
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case ANIMATION_END:
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printf("%d end: %s\n", trackIndex, animationName);
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break;
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case ANIMATION_COMPLETE:
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printf("%d complete: %s, %d\n", trackIndex, animationName, loopCount);
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break;
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case ANIMATION_EVENT:
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printf("%d event: %s, %s: %d, %f, %s\n", trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
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event->stringValue);
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break;
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}
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fflush(stdout);
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}
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SkeletonData* readSkeletonJsonData (const char* filename, Atlas* atlas, float scale) {
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, filename);
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if (!skeletonData) {
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printf("%s\n", json->error);
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exit(0);
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}
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SkeletonJson_dispose(json);
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return skeletonData;
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}
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SkeletonData* readSkeletonBinaryData (const char* filename, Atlas* atlas, float scale) {
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SkeletonBinary* binary = SkeletonBinary_create(atlas);
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binary->scale = scale;
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SkeletonData *skeletonData = SkeletonBinary_readSkeletonDataFile(binary, filename);
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if (!skeletonData) {
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printf("%s\n", binary->error);
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exit(0);
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}
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SkeletonBinary_dispose(binary);
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return skeletonData;
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}
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void testcase (void func(SkeletonData* skeletonData, Atlas* atlas),
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const char* jsonName, const char* binaryName, const char* atlasName,
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float scale) {
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Atlas* atlas = Atlas_createFromFile(atlasName, 0);
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SkeletonData* skeletonData = readSkeletonJsonData(jsonName, atlas, scale);
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func(skeletonData, atlas);
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SkeletonData_dispose(skeletonData);
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skeletonData = readSkeletonBinaryData(binaryName, atlas, scale);
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func(skeletonData, atlas);
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SkeletonData_dispose(skeletonData);
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Atlas_dispose(atlas);
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}
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void spineboy (SkeletonData* skeletonData, Atlas* atlas) {
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SkeletonBounds* bounds = SkeletonBounds_create();
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// Configure mixing.
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AnimationStateData* stateData = AnimationStateData_create(skeletonData);
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AnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
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AnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->flipX = false;
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skeleton->flipY = false;
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Skeleton_setToSetupPose(skeleton);
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skeleton->x = 320;
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skeleton->y = 460;
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Skeleton_updateWorldTransform(skeleton);
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Slot* headSlot = Skeleton_findSlot(skeleton, "head");
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drawable->state->listener = callback;
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AnimationState_setAnimationByName(drawable->state, 0, "test", true);
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AnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
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AnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
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AnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
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sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML - spineboy");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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SkeletonBounds_update(bounds, skeleton, true);
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sf::Vector2i position = sf::Mouse::getPosition(window);
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if (SkeletonBounds_containsPoint(bounds, position.x, position.y)) {
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headSlot->g = 0;
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headSlot->b = 0;
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} else {
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headSlot->g = 1;
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headSlot->b = 1;
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}
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drawable->update(delta);
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window.clear();
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window.draw(*drawable);
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window.display();
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}
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SkeletonBounds_dispose(bounds);
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}
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void goblins (SkeletonData* skeletonData, Atlas* atlas) {
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->flipX = false;
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skeleton->flipY = false;
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Skeleton_setSkinByName(skeleton, "goblin");
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Skeleton_setSlotsToSetupPose(skeleton);
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//Skeleton_setAttachment(skeleton, "left hand item", "dagger");
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skeleton->x = 320;
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skeleton->y = 590;
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Skeleton_updateWorldTransform(skeleton);
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AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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drawable->update(delta);
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window.clear();
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window.draw(*drawable);
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window.display();
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}
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}
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void raptor (SkeletonData* skeletonData, Atlas* atlas) {
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 590;
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Skeleton_updateWorldTransform(skeleton);
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AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
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AnimationState_addAnimationByName(drawable->state, 1, "gungrab", false, 2);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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drawable->update(delta);
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window.clear();
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window.draw(*drawable);
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window.display();
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}
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}
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void tank (SkeletonData* skeletonData, Atlas* atlas) {
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->x = 500;
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skeleton->y = 590;
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Skeleton_updateWorldTransform(skeleton);
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AnimationState_setAnimationByName(drawable->state, 0, "drive", true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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drawable->update(delta);
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window.clear();
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window.draw(*drawable);
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window.display();
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}
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}
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void vine (SkeletonData* skeletonData, Atlas* atlas) {
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 590;
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Skeleton_updateWorldTransform(skeleton);
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AnimationState_setAnimationByName(drawable->state, 0, "animation", true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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drawable->update(delta);
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window.clear();
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window.draw(*drawable);
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window.display();
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}
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}
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/**
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* Used for debugging purposes during runtime development
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*/
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void test (SkeletonData* skeletonData, Atlas* atlas) {
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spSkeleton* skeleton = Skeleton_create(skeletonData);
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spAnimationStateData* animData = spAnimationStateData_create(skeletonData);
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spAnimationState* animState = spAnimationState_create(animData);
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spAnimationState_setAnimationByName(animState, 0, "drive", true);
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float d = 3;
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for (int i = 0; i < 1; i++) {
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spSkeleton_update(skeleton, d);
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spAnimationState_update(animState, d);
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spAnimationState_apply(animState, skeleton);
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spSkeleton_updateWorldTransform(skeleton);
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for (int ii = 0; ii < skeleton->bonesCount; ii++) {
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spBone* bone = skeleton->bones[ii];
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printf("%s %f %f %f %f %f %f\n", bone->data->name, bone->a, bone->b, bone->c, bone->d, bone->worldX, bone->worldY);
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}
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printf("========================================\n");
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d += 0.1f;
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}
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Skeleton_dispose(skeleton);
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}
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int main () {
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testcase(test, "data/tank.json", "data/tank.skel", "data/tank.atlas", 1.0f);
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testcase(vine, "data/vine.json", "data/vine.skel", "data/vine.atlas", 0.5f);
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testcase(tank, "data/tank.json", "data/tank.skel", "data/tank.atlas", 0.2f);
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testcase(raptor, "data/raptor.json", "data/raptor.skel", "data/raptor.atlas", 0.5f);
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testcase(spineboy, "data/spineboy.json", "data/spineboy.skel", "data/spineboy.atlas", 0.6f);
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testcase(goblins, "data/goblins-mesh.json", "data/goblins-mesh.skel", "data/goblins-mesh.atlas", 1.4f);
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return 0;
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}
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