2022-07-29 17:26:42 +02:00

123 lines
3.8 KiB
C++

#include <SDL.h>
#include <spine-sdl-cpp.h>
#include <spine/spine.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
namespace spine {
struct SkeletonDrawable {
Skeleton *skeleton;
bool ownsAnimationStateData;
AnimationState *animationState;
SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *animationStateData = nullptr) {
Bone::setYDown(true);
skeleton = new(__FILE__, __LINE__) Skeleton(skeletonData);
ownsAnimationStateData = animationStateData == 0;
if (ownsAnimationStateData) animationStateData = new(__FILE__, __LINE__) AnimationStateData(skeletonData);
animationState = new(__FILE__, __LINE__) AnimationState(animationStateData);
}
~SkeletonDrawable() {
if (ownsAnimationStateData) delete animationState->getData();
delete animationState;
delete skeleton;
}
void update(float delta) {
animationState->update(delta);
animationState->apply(*skeleton);
skeleton->updateWorldTransform();
}
void draw() {
}
};
class SDLTextureLoader : public spine::TextureLoader {
SDL_Renderer *renderer;
SDLTextureLoader(SDL_Renderer *renderer): renderer(renderer) {
}
SDL_Texture *loadTexture(SDL_Renderer *renderer, const spine::String &path) {
int width, height, components;
stbi_uc *imageData = stbi_load(path.buffer(), &width, &height, &components, 4);
if (!imageData) return nullptr;
SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (!texture) {
stbi_image_free(imageData);
return nullptr;
}
if (SDL_UpdateTexture(texture, nullptr, imageData, width * 4)) {
stbi_image_free(imageData);
return nullptr;
}
stbi_image_free(imageData);
return texture;
}
void load(AtlasPage &page, const String &path) {
SDL_Texture *texture = loadTexture(renderer, path);
if (!texture) return;
page.setRendererObject(texture);
SDL_QueryTexture(texture, nullptr, nullptr, &page.width, &page.height);
/*if (page.magFilter == TextureFilter_Linear) texture->setSmooth(true);
if (page.uWrap == TextureWrap_Repeat && page.vWrap == TextureWrap_Repeat) texture->setRepeated(true);*/
}
void unload(void *texture) {
SDL_DestroyTexture((SDL_Texture*)texture);
}
};
SpineExtension *getDefaultExtension() {
return new DefaultSpineExtension();
}
}
spine::SkeletonDrawable *loadSkeleton(const char *json, const char *skel, const char *atlas) {
return nullptr;
}
int main() {
if (SDL_Init(SDL_INIT_VIDEO)) {
printf("Error: %s", SDL_GetError());
return -1;
}
SDL_Window *window = SDL_CreateWindow("Spine SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, 0);
if (!window) {
printf("Error: %s", SDL_GetError());
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
printf("Error: %s", SDL_GetError());
return -1;
}
// spine::SkeletonDrawable skeletonDrawable(nullptr, nullptr);
bool quit = false;
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
quit = true;
break;
}
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}