mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
667 lines
22 KiB
C++
667 lines
22 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <SFML/Graphics.hpp>
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#include <SFML/Window/Mouse.hpp>
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#include <iostream>
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#include <spine/Debug.h>
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#include <spine/spine-sfml.h>
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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(spAnimationState *state, spEventType type, spTrackEntry *entry, spEvent *event) {
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UNUSED(state);
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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 SP_ANIMATION_START:
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printf("%d start: %s\n", entry->trackIndex, animationName);
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break;
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case SP_ANIMATION_INTERRUPT:
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printf("%d interrupt: %s\n", entry->trackIndex, animationName);
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break;
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case SP_ANIMATION_END:
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printf("%d end: %s\n", entry->trackIndex, animationName);
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break;
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case SP_ANIMATION_COMPLETE:
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printf("%d complete: %s\n", entry->trackIndex, animationName);
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break;
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case SP_ANIMATION_DISPOSE:
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printf("%d dispose: %s\n", entry->trackIndex, animationName);
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break;
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case SP_ANIMATION_EVENT:
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printf("%d event: %s, %s: %d, %f, %s %f %f\n", entry->trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
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event->stringValue, event->volume, event->balance);
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break;
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}
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fflush(stdout);
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}
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spSkeletonData *readSkeletonJsonData(const char *filename, spAtlas *atlas, float scale) {
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spSkeletonJson *json = spSkeletonJson_create(atlas);
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json->scale = scale;
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spSkeletonData *skeletonData = spSkeletonJson_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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spSkeletonJson_dispose(json);
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return skeletonData;
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}
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spSkeletonData *readSkeletonBinaryData(const char *filename, spAtlas *atlas, float scale) {
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spSkeletonBinary *binary = spSkeletonBinary_create(atlas);
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binary->scale = scale;
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spSkeletonData *skeletonData = spSkeletonBinary_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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spSkeletonBinary_dispose(binary);
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return skeletonData;
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}
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void testcase(void func(spSkeletonData *skeletonData, spAtlas *atlas),
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const char *jsonName, const char *binaryName, const char *atlasName,
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float scale) {
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spAtlas *atlas = spAtlas_createFromFile(atlasName, 0);
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spSkeletonData *skeletonData = readSkeletonBinaryData(binaryName, atlas, scale);
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func(skeletonData, atlas);
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spSkeletonData_dispose(skeletonData);
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skeletonData = readSkeletonJsonData(jsonName, atlas, scale);
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func(skeletonData, atlas);
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spSkeletonData_dispose(skeletonData);
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spAtlas_dispose(atlas);
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UNUSED(jsonName);
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}
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void spineboy(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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spSkeletonBounds *bounds = spSkeletonBounds_create();
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// Configure mixing.
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spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
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spAnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
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spAnimationStateData_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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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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spSkeleton_setToSetupPose(skeleton);
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skeleton->x = 320;
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skeleton->y = 590;
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spSkeleton_updateWorldTransform(skeleton);
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spSlot *headSlot = spSkeleton_findSlot(skeleton, "head");
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drawable->state->listener = callback;
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spAnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
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spAnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
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spAnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
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sf::RenderWindow window(sf::VideoMode(640, 640), "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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spSkeletonBounds_update(bounds, skeleton, true);
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sf::Vector2i position = sf::Mouse::getPosition(window);
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if (spSkeletonBounds_containsPoint(bounds, (float) position.x, (float) position.y)) {
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headSlot->color.g = 0;
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headSlot->color.b = 0;
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} else {
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headSlot->color.g = 1;
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headSlot->color.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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spSkeletonBounds_dispose(bounds);
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}
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void ikDemo(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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// Create the SkeletonDrawable and position it
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spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 590;
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// Queue the "walk" animation on the first track.
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spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
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// Queue the "aim" animation on a higher track.
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// It consists of a single frame that positions
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// the back arm and gun such that they point at
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// the "crosshair" bone. By setting this
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// animation on a higher track, it overrides
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// any changes to the back arm and gun made
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// by the walk animation, allowing us to
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// mix the two. The mouse position following
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// is performed in the render() method below.
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spAnimationState_setAnimationByName(drawable->state, 1, "aim", true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - IK Demo");
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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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// Update and apply the animations to the skeleton,
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// then calculate the world transforms of every bone.
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// This is needed so we can call Bone#worldToLocal()
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// later.
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drawable->update(delta);
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// Position the "crosshair" bone at the mouse
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// location. We do this before calling
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// skeleton.updateWorldTransform() below, so
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// our change is incorporated before the IK
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// constraint is applied.
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//
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// When setting the crosshair bone position
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// to the mouse position, we need to translate
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// from "mouse space" to "local bone space". Note that the local
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// bone space is calculated using the bone's parent
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// worldToLocal() function!
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sf::Vector2i mouseCoords = sf::Mouse::getPosition(window);
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float boneCoordsX = 0, boneCoordsY = 0;
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spBone *crosshair = spSkeleton_findBone(drawable->skeleton, "crosshair");// Should be cached.
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spBone_worldToLocal(crosshair->parent, mouseCoords.x, mouseCoords.y, &boneCoordsX, &boneCoordsY);
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crosshair->x = boneCoordsX;
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crosshair->y = boneCoordsY;
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// Calculate final world transform with the
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// crosshair bone set to the mouse cursor
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// position.
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spSkeleton_updateWorldTransform(drawable->skeleton);
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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 goblins(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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spSkeleton_setSkinByName(skeleton, "goblingirl");
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spSkeleton_setSlotsToSetupPose(skeleton);
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skeleton->x = 320;
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skeleton->y = 590;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_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(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 590;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
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spAnimationState_addAnimationByName(drawable->state, 1, "gun-grab", 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(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 500;
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skeleton->y = 590;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_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(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 590;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_setAnimationByName(drawable->state, 0, "grow", 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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void stretchyman(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 100;
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skeleton->y = 590;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_setAnimationByName(drawable->state, 0, "sneak", true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman");
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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 coin(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 320;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_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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void dragon(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 320;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_setAnimationByName(drawable->state, 0, "flying", true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - dragon");
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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 owl(spSkeletonData *skeletonData, spAtlas *atlas) {
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UNUSED(atlas);
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SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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drawable->setUsePremultipliedAlpha(true);
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spSkeleton *skeleton = drawable->skeleton;
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skeleton->x = 320;
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skeleton->y = 400;
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spSkeleton_updateWorldTransform(skeleton);
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spAnimationState_setAnimationByName(drawable->state, 0, "idle", true);
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spAnimationState_setAnimationByName(drawable->state, 1, "blink", true);
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spTrackEntry *left = spAnimationState_setAnimationByName(drawable->state, 2, "left", true);
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spTrackEntry *right = spAnimationState_setAnimationByName(drawable->state, 3, "right", true);
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spTrackEntry *up = spAnimationState_setAnimationByName(drawable->state, 4, "up", true);
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spTrackEntry *down = spAnimationState_setAnimationByName(drawable->state, 5, "down", true);
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left->alpha = 0;
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left->mixBlend = SP_MIX_BLEND_ADD;
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right->alpha = 0;
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right->mixBlend = SP_MIX_BLEND_ADD;
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up->alpha = 0;
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up->mixBlend = SP_MIX_BLEND_ADD;
|
|
down->alpha = 0;
|
|
down->mixBlend = SP_MIX_BLEND_ADD;
|
|
|
|
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - owl");
|
|
window.setFramerateLimit(60);
|
|
sf::Event event;
|
|
sf::Clock deltaClock;
|
|
while (window.isOpen()) {
|
|
while (window.pollEvent(event)) {
|
|
if (event.type == sf::Event::Closed) window.close();
|
|
if (event.type == sf::Event::MouseMoved) {
|
|
float x = event.mouseMove.x / 640.0f;
|
|
left->alpha = (MAX(x, 0.5f) - 0.5f) * 2;
|
|
right->alpha = (0.5f - MIN(x, 0.5f)) * 2;
|
|
|
|
float y = event.mouseMove.y / 640.0f;
|
|
down->alpha = (MAX(y, 0.5f) - 0.5f) * 2;
|
|
up->alpha = (0.5f - MIN(y, 0.5f)) * 2;
|
|
}
|
|
}
|
|
|
|
float delta = deltaClock.getElapsedTime().asSeconds();
|
|
deltaClock.restart();
|
|
|
|
spSkeleton_setToSetupPose(drawable->skeleton);
|
|
drawable->update(delta);
|
|
|
|
window.clear();
|
|
window.draw(*drawable);
|
|
window.display();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Used for debugging purposes during runtime development
|
|
*/
|
|
void test(spSkeletonData *skeletonData, spAtlas *atlas) {
|
|
UNUSED(atlas);
|
|
spSkeleton *skeleton = spSkeleton_create(skeletonData);
|
|
spAnimationStateData *animData = spAnimationStateData_create(skeletonData);
|
|
spAnimationState *animState = spAnimationState_create(animData);
|
|
spAnimationState_setAnimationByName(animState, 0, "drive", true);
|
|
|
|
|
|
float d = 3;
|
|
for (int i = 0; i < 1; i++) {
|
|
spAnimationState_update(animState, d);
|
|
spAnimationState_apply(animState, skeleton);
|
|
spSkeleton_updateWorldTransform(skeleton);
|
|
for (int ii = 0; ii < skeleton->bonesCount; ii++) {
|
|
spBone *bone = skeleton->bones[ii];
|
|
printf("%s %f %f %f %f %f %f\n", bone->data->name, bone->a, bone->b, bone->c, bone->d, bone->worldX, bone->worldY);
|
|
}
|
|
printf("========================================\n");
|
|
d += 0.1f;
|
|
}
|
|
|
|
spSkeleton_dispose(skeleton);
|
|
}
|
|
|
|
void testSkinsApi(spSkeletonData *skeletonData, spAtlas *atlas) {
|
|
UNUSED(atlas);
|
|
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
|
|
drawable->timeScale = 1;
|
|
drawable->setUsePremultipliedAlpha(true);
|
|
|
|
spSkeleton *skeleton = drawable->skeleton;
|
|
|
|
spSkin *skin = spSkin_create("test-skin");
|
|
spSkin_copySkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
|
|
// spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
|
|
spSkeleton_setSkin(skeleton, skin);
|
|
spSkeleton_setSlotsToSetupPose(skeleton);
|
|
|
|
skeleton->x = 320;
|
|
skeleton->y = 590;
|
|
spSkeleton_updateWorldTransform(skeleton);
|
|
|
|
spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
|
|
|
|
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - skins api");
|
|
window.setFramerateLimit(60);
|
|
sf::Event event;
|
|
sf::Clock deltaClock;
|
|
while (window.isOpen()) {
|
|
while (window.pollEvent(event))
|
|
if (event.type == sf::Event::Closed) window.close();
|
|
|
|
float delta = deltaClock.getElapsedTime().asSeconds();
|
|
deltaClock.restart();
|
|
|
|
drawable->update(delta);
|
|
|
|
window.clear();
|
|
window.draw(*drawable);
|
|
window.display();
|
|
}
|
|
|
|
spSkin_clear(skin);
|
|
spSkin_dispose(skin);
|
|
}
|
|
|
|
void testMixAndMatch(spSkeletonData *skeletonData, spAtlas *atlas) {
|
|
UNUSED(atlas);
|
|
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
|
|
drawable->timeScale = 1;
|
|
drawable->setUsePremultipliedAlpha(true);
|
|
|
|
spSkeleton *skeleton = drawable->skeleton;
|
|
|
|
// Create a new skin, by mixing and matching other skins
|
|
// that fit together. Items making up the girl are individual
|
|
// skins. Using the skin API, a new skin is created which is
|
|
// a combination of all these individual item skins.
|
|
spSkin *skin = spSkin_create("mix-and-match");
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "skin-base"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "nose/short"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyelids/girly"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyes/violet"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "hair/brown"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "clothes/hoodie-orange"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "legs/pants-jeans"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/bag"));
|
|
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/hat-red-yellow"));
|
|
spSkeleton_setSkin(skeleton, skin);
|
|
spSkeleton_setSlotsToSetupPose(skeleton);
|
|
|
|
skeleton->x = 320;
|
|
skeleton->y = 590;
|
|
spSkeleton_updateWorldTransform(skeleton);
|
|
|
|
spAnimationState_setAnimationByName(drawable->state, 0, "dance", true);
|
|
|
|
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - mix and match");
|
|
window.setFramerateLimit(60);
|
|
sf::Event event;
|
|
sf::Clock deltaClock;
|
|
while (window.isOpen()) {
|
|
while (window.pollEvent(event))
|
|
if (event.type == sf::Event::Closed) window.close();
|
|
|
|
float delta = deltaClock.getElapsedTime().asSeconds();
|
|
deltaClock.restart();
|
|
|
|
drawable->update(delta);
|
|
|
|
window.clear();
|
|
window.draw(*drawable);
|
|
window.display();
|
|
}
|
|
|
|
spSkin_clear(skin);
|
|
spSkin_dispose(skin);
|
|
}
|
|
|
|
int main() {
|
|
testcase(dragon, "data/dragon-ess.json", "data/dragon-ess.skel", "data/dragon-pma.atlas", 0.6f);
|
|
testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
|
|
testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
|
|
testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f);
|
|
testcase(testMixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f);
|
|
testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 1.0f);
|
|
testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f);
|
|
testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine-pma.atlas", 0.5f);
|
|
testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 0.2f);
|
|
testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
|
|
testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
|
|
testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman-pma.atlas", 0.6f);
|
|
testcase(testSkinsApi, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
|
|
return 0;
|
|
}
|