2024-04-16 15:15:14 +02:00

806 lines
26 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <SFML/Graphics.hpp>
#include <SFML/Window/Mouse.hpp>
#include <iostream>
#include <spine/Debug.h>
#include <spine/spine-sfml.h>
using namespace std;
using namespace spine;
#include <stdio.h>
#include <stdlib.h>
void callback(spAnimationState *state, spEventType type, spTrackEntry *entry, spEvent *event) {
UNUSED(state);
const char *animationName = (entry && entry->animation) ? entry->animation->name : 0;
switch (type) {
case SP_ANIMATION_START:
printf("%d start: %s\n", entry->trackIndex, animationName);
break;
case SP_ANIMATION_INTERRUPT:
printf("%d interrupt: %s\n", entry->trackIndex, animationName);
break;
case SP_ANIMATION_END:
printf("%d end: %s\n", entry->trackIndex, animationName);
break;
case SP_ANIMATION_COMPLETE:
printf("%d complete: %s\n", entry->trackIndex, animationName);
break;
case SP_ANIMATION_DISPOSE:
printf("%d dispose: %s\n", entry->trackIndex, animationName);
break;
case SP_ANIMATION_EVENT:
printf("%d event: %s, %s: %d, %f, %s %f %f\n", entry->trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
event->stringValue, event->volume, event->balance);
break;
}
fflush(stdout);
}
spSkeletonData *readSkeletonJsonData(const char *filename, spAtlas *atlas, float scale) {
spSkeletonJson *json = spSkeletonJson_create(atlas);
json->scale = scale;
spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, filename);
if (!skeletonData) {
printf("%s\n", json->error);
exit(0);
}
spSkeletonJson_dispose(json);
return skeletonData;
}
spSkeletonData *readSkeletonBinaryData(const char *filename, spAtlas *atlas, float scale) {
spSkeletonBinary *binary = spSkeletonBinary_create(atlas);
binary->scale = scale;
spSkeletonData *skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, filename);
if (!skeletonData) {
printf("%s\n", binary->error);
exit(0);
}
spSkeletonBinary_dispose(binary);
return skeletonData;
}
void testcase(void func(spSkeletonData *skeletonData, spAtlas *atlas),
const char *jsonName, const char *binaryName, const char *atlasName,
float scale) {
spAtlas *atlas = spAtlas_createFromFile(atlasName, 0);
spSkeletonData *skeletonData = readSkeletonJsonData(jsonName, atlas, scale);
func(skeletonData, atlas);
spSkeletonData_dispose(skeletonData);
skeletonData = readSkeletonBinaryData(binaryName, atlas, scale);
func(skeletonData, atlas);
spSkeletonData_dispose(skeletonData);
spAtlas_dispose(atlas);
UNUSED(jsonName);
}
void spineboy(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
spSkeletonBounds *bounds = spSkeletonBounds_create();
// Configure mixing.
spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
spAnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
spAnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
spSkeleton_setToSetupPose(skeleton);
skeleton->x = 320;
skeleton->y = 590;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spSlot *headSlot = spSkeleton_findSlot(skeleton, "head");
drawable->state->listener = callback;
spAnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
spAnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
spAnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - spineboy");
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();
spSkeletonBounds_update(bounds, skeleton, true);
sf::Vector2i position = sf::Mouse::getPosition(window);
if (spSkeletonBounds_containsPoint(bounds, (float) position.x, (float) position.y)) {
headSlot->color.g = 0;
headSlot->color.b = 0;
} else {
headSlot->color.g = 1;
headSlot->color.b = 1;
}
drawable->update(delta, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
spSkeletonBounds_dispose(bounds);
}
void ikDemo(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
// Create the SkeletonDrawable and position it
spAnimationStateData *stateData = spAnimationStateData_create(skeletonData);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData, stateData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
// Queue the "walk" animation on the first track.
spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
// Queue the "aim" animation on a higher track.
// It consists of a single frame that positions
// the back arm and gun such that they point at
// the "crosshair" bone. By setting this
// animation on a higher track, it overrides
// any changes to the back arm and gun made
// by the walk animation, allowing us to
// mix the two. The mouse position following
// is performed in the render() method below.
spAnimationState_setAnimationByName(drawable->state, 1, "aim", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - IK Demo");
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();
// Update and apply the animations to the skeleton,
// then calculate the world transforms of every bone.
// This is needed so we can call Bone#worldToLocal()
// later.
drawable->update(delta, SP_PHYSICS_UPDATE);
// Position the "crosshair" bone at the mouse
// location. We do this before calling
// skeleton.updateWorldTransform() below, so
// our change is incorporated before the IK
// constraint is applied.
//
// When setting the crosshair bone position
// to the mouse position, we need to translate
// from "mouse space" to "local bone space". Note that the local
// bone space is calculated using the bone's parent
// worldToLocal() function!
sf::Vector2i mouseCoords = sf::Mouse::getPosition(window);
float boneCoordsX = 0, boneCoordsY = 0;
spBone *crosshair = spSkeleton_findBone(drawable->skeleton, "crosshair");// Should be cached.
spBone_worldToLocal(crosshair->parent, mouseCoords.x, mouseCoords.y, &boneCoordsX, &boneCoordsY);
crosshair->x = boneCoordsX;
crosshair->y = boneCoordsY;
// Calculate final world transform with the
// crosshair bone set to the mouse cursor
// position.
spSkeleton_updateWorldTransform(drawable->skeleton, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void goblins(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
spSkeleton_setSkinByName(skeleton, "goblingirl");
spSkeleton_setSlotsToSetupPose(skeleton);
skeleton->x = 320;
skeleton->y = 590;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void raptor(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
spAnimationState_addAnimationByName(drawable->state, 1, "gun-grab", false, 2);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void tank(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 500;
skeleton->y = 590;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "drive", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void vine(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "grow", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void stretchyman(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 100;
skeleton->y = 590;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "sneak", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void coin(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 320;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "animation", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void dragon(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 320;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "flying", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - dragon");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void owl(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 400;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "idle", true);
spAnimationState_setAnimationByName(drawable->state, 1, "blink", true);
spTrackEntry *left = spAnimationState_setAnimationByName(drawable->state, 2, "left", true);
spTrackEntry *right = spAnimationState_setAnimationByName(drawable->state, 3, "right", true);
spTrackEntry *up = spAnimationState_setAnimationByName(drawable->state, 4, "up", true);
spTrackEntry *down = spAnimationState_setAnimationByName(drawable->state, 5, "down", true);
left->alpha = 0;
left->mixBlend = SP_MIX_BLEND_ADD;
right->alpha = 0;
right->mixBlend = SP_MIX_BLEND_ADD;
up->alpha = 0;
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, SP_PHYSICS_UPDATE);
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, SP_PHYSICS_UPDATE);
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, SP_PHYSICS_UPDATE);
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, SP_PHYSICS_UPDATE);
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, SP_PHYSICS_UPDATE);
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
spSkin_clear(skin);
spSkin_dispose(skin);
}
void cloudpot(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 480;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "playing-in-the-rain", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - cloudpot");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void sack(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 480;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "walk", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - sack");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void snowglobe(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 480;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "shake", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - snowglobe");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
void celestialCircus(spSkeletonData *skeletonData, spAtlas *atlas) {
UNUSED(atlas);
SkeletonDrawable *drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
spSkeleton *skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 480;
spSkeleton_updateWorldTransform(skeleton, SP_PHYSICS_UPDATE);
spAnimationState_setAnimationByName(drawable->state, 0, "swing", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - celestrial circus");
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, SP_PHYSICS_UPDATE);
window.clear();
window.draw(*drawable);
window.display();
}
}
int main() {
testcase(cloudpot, "data/cloud-pot.json", "data/cloud-pot.skel", "data/cloud-pot-pma.atlas", 0.2);
testcase(sack, "data/sack-pro.json", "data/sack-pro.skel", "data/sack-pma.atlas", 0.2f);
testcase(celestialCircus, "data/celestial-circus-pro.json", "data/celestial-circus-pro.skel", "data/celestial-circus-pma.atlas", 0.2f);
testcase(snowglobe, "data/snowglobe-pro.json", "data/snowglobe-pro.skel", "data/snowglobe-pma.atlas", 0.2f);
testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
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(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;
}