mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
205 lines
5.7 KiB
C++
205 lines
5.7 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/spine.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdarg.h>
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using namespace spine;
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// Provide the default extension implementation
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namespace spine {
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SpineExtension *getDefaultExtension() {
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return new DefaultSpineExtension();
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}
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}// namespace spine
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// Mock texture that doesn't require OpenGL
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class MockTexture {
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public:
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int width = 1024;
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int height = 1024;
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};
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// Custom texture loader that doesn't load actual textures
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class HeadlessTextureLoader : public TextureLoader {
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public:
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virtual void load(AtlasPage &page, const String &path) override {
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// Don't load actual texture, just set dimensions
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page.texture = new MockTexture();
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page.width = 1024;
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page.height = 1024;
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}
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virtual void unload(void *texture) override {
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delete static_cast<MockTexture *>(texture);
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}
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};
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class Printer {
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private:
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int indentLevel = 0;
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static constexpr const char *INDENT = " ";
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void print(const char *format, ...) {
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for (int i = 0; i < indentLevel; i++) {
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printf("%s", INDENT);
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}
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va_list args;
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va_start(args, format);
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vprintf(format, args);
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va_end(args);
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printf("\n");
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}
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void indent() {
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indentLevel++;
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}
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void unindent() {
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indentLevel--;
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}
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public:
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void printSkeletonData(SkeletonData *data) {
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print("SkeletonData {");
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indent();
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print("name: \"%s\"", data->getName().buffer());
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print("version: \"%s\"", data->getVersion().buffer());
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print("hash: \"%s\"", data->getHash().buffer());
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print("x: %.6f", data->getX());
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print("y: %.6f", data->getY());
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print("width: %.6f", data->getWidth());
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print("height: %.6f", data->getHeight());
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print("referenceScale: %.6f", data->getReferenceScale());
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print("fps: %.6f", data->getFps());
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print("imagesPath: \"%s\"", data->getImagesPath().buffer());
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print("audioPath: \"%s\"", data->getAudioPath().buffer());
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// TODO: Add bones, slots, skins, animations, etc. in future expansion
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unindent();
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print("}");
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}
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void printSkeleton(Skeleton *skeleton) {
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print("Skeleton {");
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indent();
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print("x: %.6f", skeleton->getX());
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print("y: %.6f", skeleton->getY());
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print("scaleX: %.6f", skeleton->getScaleX());
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print("scaleY: %.6f", skeleton->getScaleY());
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print("time: %.6f", skeleton->getTime());
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// TODO: Add runtime state (bones, slots, etc.) in future expansion
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unindent();
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print("}");
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}
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};
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int main(int argc, char *argv[]) {
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if (argc < 3) {
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fprintf(stderr, "Usage: DebugPrinter <skeleton-path> <atlas-path> [animation-name]\n");
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return 1;
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}
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Bone::setYDown(false);
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const char *skeletonPath = argv[1];
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const char *atlasPath = argv[2];
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const char *animationName = argc >= 4 ? argv[3] : nullptr;
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// Load atlas with headless texture loader
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HeadlessTextureLoader textureLoader;
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Atlas *atlas = new Atlas(atlasPath, &textureLoader);
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// Load skeleton data
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SkeletonData *skeletonData = nullptr;
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if (strstr(skeletonPath, ".json") != nullptr) {
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SkeletonJson json(atlas);
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skeletonData = json.readSkeletonDataFile(skeletonPath);
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} else {
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SkeletonBinary binary(atlas);
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skeletonData = binary.readSkeletonDataFile(skeletonPath);
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}
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if (!skeletonData) {
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fprintf(stderr, "Failed to load skeleton data\n");
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delete atlas;
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return 1;
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}
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// Print skeleton data
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printf("=== SKELETON DATA ===\n");
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Printer printer;
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printer.printSkeletonData(skeletonData);
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// Create skeleton instance
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Skeleton skeleton(*skeletonData);
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// Create animation state
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AnimationStateData stateData(skeletonData);
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AnimationState state(&stateData);
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skeleton.setupPose();
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// Set animation or setup pose
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if (animationName != nullptr) {
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// Find and set animation
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Animation *animation = skeletonData->findAnimation(animationName);
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if (!animation) {
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fprintf(stderr, "Animation not found: %s\n", animationName);
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delete skeletonData;
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delete atlas;
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return 1;
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}
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state.setAnimation(0, animation, true);
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// Update and apply
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state.update(0.016f);
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state.apply(skeleton);
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}
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skeleton.updateWorldTransform(Physics_Update);
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// Print skeleton state
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printf("\n=== SKELETON STATE ===\n");
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printer.printSkeleton(&skeleton);
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// Cleanup
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delete skeletonData;
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delete atlas;
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return 0;
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} |