339 lines
12 KiB
C++
Executable File

//#include <spine/Extension.h>
//#include "MemoryTestFixture.h"
//#include "SpineEventMonitor.h"
//
//#include "KMemory.h" // last include
//
//#define SPINEBOY_JSON "testdata/spineboy/spineboy-ess.json"
//#define SPINEBOY_ATLAS "testdata/spineboy/spineboy.atlas"
//
//#define MAX_RUN_TIME 6000 // equal to about 100 seconds of execution
//
//MemoryTestFixture::~MemoryTestFixture()
//{
// finalize();
//}
//
//void MemoryTestFixture::initialize()
//{
// // on a Per- Fixture Basis, before Test execution
//}
//
//void MemoryTestFixture::finalize()
//{
// // on a Per- Fixture Basis, after all tests pass/fail
//}
//
//void MemoryTestFixture::setUp()
//{
// // Setup on Per-Test Basis
//}
//
//void MemoryTestFixture::tearDown()
//{
// // Tear Down on Per-Test Basis
//}
//
//
////////////////////////////////////////////////////////////////////////////
//// Helper methods
//static spSkeletonData* readSkeletonJsonData(const char* filename, spAtlas* atlas) {
// spSkeletonJson* json = spSkeletonJson_create(atlas);
// ASSERT(json != 0);
//
// spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, filename);
// ASSERT(skeletonData != 0);
//
// spSkeletonJson_dispose(json);
// return skeletonData;
//}
//
//static void LoadSpineboyExample(spAtlas* &atlas, spSkeletonData* &skeletonData, spAnimationStateData* &stateData, spSkeleton* &skeleton, spAnimationState* &state)
//{
// ///////////////////////////////////////////////////////////////////////////
// // Global Animation Information
// atlas = spAtlas_createFromFile(SPINEBOY_ATLAS, 0);
// ASSERT(atlas != 0);
//
// skeletonData = readSkeletonJsonData(SPINEBOY_JSON, atlas);
// ASSERT(skeletonData != 0);
//
// stateData = spAnimationStateData_create(skeletonData);
// ASSERT(stateData != 0);
// stateData->defaultMix = 0.4f; // force mixing
//
// ///////////////////////////////////////////////////////////////////////////
// // Animation Instance
// skeleton = spSkeleton_create(skeletonData);
// ASSERT(skeleton != 0);
//
// state = spAnimationState_create(stateData);
// ASSERT(state != 0);
//}
//
//static void DisposeAll(spSkeleton* skeleton, spAnimationState* state, spAnimationStateData* stateData, spSkeletonData* skeletonData, spAtlas* atlas)
//{
// ///////////////////////////////////////////////////////////////////////////
// // Dispose Instance
// spSkeleton_dispose(skeleton);
// spAnimationState_dispose(state);
//
// ///////////////////////////////////////////////////////////////////////////
// // Dispose Global
// spAnimationStateData_dispose(stateData);
// spSkeletonData_dispose(skeletonData);
// spAtlas_dispose(atlas);
//}
//
//
////////////////////////////////////////////////////////////////////////////
//// Reproduce Memory leak as described in Issue #776
//// https://github.com/EsotericSoftware/spine-runtimes/issues/776
//void MemoryTestFixture::reproduceIssue_776()
//{
// spAtlas* atlas = 0;
// spSkeletonData* skeletonData = 0;
// spAnimationStateData* stateData = 0;
// spSkeleton* skeleton = 0;
// spAnimationState* state = 0;
//
// //////////////////////////////////////////////////////////////////////////
// // Initialize Animations
// LoadSpineboyExample(atlas, skeletonData, stateData, skeleton, state);
//
// ///////////////////////////////////////////////////////////////////////////
// // Run animation
// spSkeleton_setToSetupPose(skeleton);
// InterruptMonitor eventMonitor(state);
// //eventMonitor.SetDebugLogging(true);
//
// // Interrupt the animation on this specific sequence of spEventType(s)
// eventMonitor
// .AddInterruptEvent(SP_ANIMATION_INTERRUPT, "jump")
// .AddInterruptEvent(SP_ANIMATION_START);
//
// spAnimationState_setAnimationByName(state, 0, "walk", true);
// spAnimationState_addAnimationByName(state, 0, "jump", false, 0.0f);
// spAnimationState_addAnimationByName(state, 0, "run", true, 0.0f);
// spAnimationState_addAnimationByName(state, 0, "jump", false, 3.0f);
// spAnimationState_addAnimationByName(state, 0, "walk", true, 0.0f);
// spAnimationState_addAnimationByName(state, 0, "idle", false, 1.0f);
//
// for (int i = 0; i < MAX_RUN_TIME && eventMonitor.isAnimationPlaying(); ++i) {
// const float timeSlice = 1.0f / 60.0f;
// spSkeleton_update(skeleton, timeSlice);
// spAnimationState_update(state, timeSlice);
// spAnimationState_apply(state, skeleton);
// }
//
// //////////////////////////////////////////////////////////////////////////
// // Cleanup Animations
// DisposeAll(skeleton, state, stateData, skeletonData, atlas);
//}
//
//void MemoryTestFixture::reproduceIssue_777()
//{
// spAtlas* atlas = 0;
// spSkeletonData* skeletonData = 0;
// spAnimationStateData* stateData = 0;
// spSkeleton* skeleton = 0;
// spAnimationState* state = 0;
//
// //////////////////////////////////////////////////////////////////////////
// // Initialize Animations
// LoadSpineboyExample(atlas, skeletonData, stateData, skeleton, state);
//
// ///////////////////////////////////////////////////////////////////////////
// // Run animation
// spSkeleton_setToSetupPose(skeleton);
// SpineEventMonitor eventMonitor(state);
// //eventMonitor.SetDebugLogging(true);
//
// // Set Animation and Play for 5 frames
// spAnimationState_setAnimationByName(state, 0, "walk", true);
// for (int i = 0; i < 5; ++i) {
// const float timeSlice = 1.0f / 60.0f;
// spSkeleton_update(skeleton, timeSlice);
// spAnimationState_update(state, timeSlice);
// spAnimationState_apply(state, skeleton);
// }
//
// // Change animation twice in a row
// spAnimationState_setAnimationByName(state, 0, "walk", false);
// spAnimationState_setAnimationByName(state, 0, "run", false);
//
// // run normal update
// for (int i = 0; i < 5; ++i) {
// const float timeSlice = 1.0f / 60.0f;
// spSkeleton_update(skeleton, timeSlice);
// spAnimationState_update(state, timeSlice);
// spAnimationState_apply(state, skeleton);
// }
//
// // Now we'd lose mixingFrom (the first "walk" entry we set above) and should leak
// spAnimationState_setAnimationByName(state, 0, "run", false);
//
// //////////////////////////////////////////////////////////////////////////
// // Cleanup Animations
// DisposeAll(skeleton, state, stateData, skeletonData, atlas);
//}
//
//spSkeleton* skeleton = 0;
//static void spineAnimStateHandler(spAnimationState* state, int type, spTrackEntry* entry, spEvent* event)
//{
// if (type == SP_ANIMATION_COMPLETE)
// {
// spAnimationState_setAnimationByName(state, 0, "walk", false);
// spAnimationState_update(state, 0);
// spAnimationState_apply(state, skeleton);
// }
//}
//
//void MemoryTestFixture::reproduceIssue_Loop()
//{
// spAtlas* atlas = 0;
// spSkeletonData* skeletonData = 0;
// spAnimationStateData* stateData = 0;
// spAnimationState* state = 0;
//
// //////////////////////////////////////////////////////////////////////////
// // Initialize Animations
// LoadSpineboyExample(atlas, skeletonData, stateData, skeleton, state);
//
// ///////////////////////////////////////////////////////////////////////////
//
// if (state)
// state->listener = (spAnimationStateListener)&spineAnimStateHandler;
//
// spAnimationState_setAnimationByName(state, 0, "walk", false);
//
// // run normal update
// for (int i = 0; i < 50; ++i) {
// const float timeSlice = 1.0f / 60.0f;
// spSkeleton_update(skeleton, timeSlice);
// spAnimationState_update(state, timeSlice);
// spAnimationState_apply(state, skeleton);
// }
//
// DisposeAll(skeleton, state, stateData, skeletonData, atlas);
//}
//
//void MemoryTestFixture::triangulator() {
// spTriangulator* triangulator = spTriangulator_create();
// spFloatArray* polygon = spFloatArray_create(16);
// spFloatArray_add(polygon, 0);
// spFloatArray_add(polygon, 0);
// spFloatArray_add(polygon, 100);
// spFloatArray_add(polygon, 0);
// spFloatArray_add(polygon, 100);
// spFloatArray_add(polygon, 100);
// spFloatArray_add(polygon, 0);
// spFloatArray_add(polygon, 100);
//
// spShortArray* triangles = spTriangulator_triangulate(triangulator, polygon);
// ASSERT(triangles->size == 6);
// ASSERT(triangles->items[0] == 3);
// ASSERT(triangles->items[1] == 0);
// ASSERT(triangles->items[2] == 1);
// ASSERT(triangles->items[3] == 3);
// ASSERT(triangles->items[4] == 1);
// ASSERT(triangles->items[5] == 2);
//
// spArrayFloatArray* polys = spTriangulator_decompose(triangulator, polygon, triangles);
// ASSERT(polys->size == 1);
// ASSERT(polys->items[0]->size == 8);
// ASSERT(polys->items[0]->items[0] == 0);
// ASSERT(polys->items[0]->items[1] == 100);
// ASSERT(polys->items[0]->items[2] == 0);
// ASSERT(polys->items[0]->items[3] == 0);
// ASSERT(polys->items[0]->items[4] == 100);
// ASSERT(polys->items[0]->items[5] == 0);
// ASSERT(polys->items[0]->items[6] == 100);
// ASSERT(polys->items[0]->items[7] == 100);
//
// spFloatArray_dispose(polygon);
// spTriangulator_dispose(triangulator);
//}
//
//void MemoryTestFixture::skeletonClipper() {
// spSkeletonClipping* clipping = spSkeletonClipping_create();
//
// spBoneData* boneData = spBoneData_create(0, "bone", 0);
// spBone* bone = spBone_create(boneData, 0, 0);
// CONST_CAST(float, bone->a) = 1;
// CONST_CAST(float, bone->b) = 0;
// CONST_CAST(float, bone->c) = 0;
// CONST_CAST(float, bone->d) = 1;
// CONST_CAST(float, bone->worldX) = 0;
// CONST_CAST(float, bone->worldY) = 0;
// spSlotData* slotData = spSlotData_create(0, "slot", 0);
// spSlot* slot = spSlot_create(slotData, bone);
// spClippingAttachment* clip = spClippingAttachment_create("clipping");
// clip->endSlot = slotData;
// clip->super.worldVerticesLength = 4 * 2;
// clip->super.verticesCount = 4;
// clip->super.vertices = MALLOC(float, 4 * 8);
// clip->super.vertices[0] = 0;
// clip->super.vertices[1] = 50;
// clip->super.vertices[2] = 100;
// clip->super.vertices[3] = 50;
// clip->super.vertices[4] = 100;
// clip->super.vertices[5] = 70;
// clip->super.vertices[6] = 0;
// clip->super.vertices[7] = 70;
//
// spSkeletonClipping_clipStart(clipping, slot, clip);
//
// spFloatArray* vertices = spFloatArray_create(16);
// spFloatArray_add(vertices, 0);
// spFloatArray_add(vertices, 0);
// spFloatArray_add(vertices, 100);
// spFloatArray_add(vertices, 0);
// spFloatArray_add(vertices, 50);
// spFloatArray_add(vertices, 150);
// spFloatArray* uvs = spFloatArray_create(16);
// spFloatArray_add(uvs, 0);
// spFloatArray_add(uvs, 0);
// spFloatArray_add(uvs, 1);
// spFloatArray_add(uvs, 0);
// spFloatArray_add(uvs, 0.5f);
// spFloatArray_add(uvs, 1);
// spUnsignedShortArray* indices = spUnsignedShortArray_create(16);
// spUnsignedShortArray_add(indices, 0);
// spUnsignedShortArray_add(indices, 1);
// spUnsignedShortArray_add(indices, 2);
//
// spSkeletonClipping_clipTriangles(clipping, vertices->items, vertices->size, indices->items, indices->size, uvs->items, 2);
//
// float expectedVertices[8] = { 83.333328, 50.000000, 76.666664, 70.000000, 23.333334, 70.000000, 16.666672, 50.000000 };
// ASSERT(clipping->clippedVertices->size == 8);
// for (int i = 0; i < clipping->clippedVertices->size; i++) {
// ASSERT(ABS(clipping->clippedVertices->items[i] - expectedVertices[i]) < 0.001);
// }
//
// float expectedUVs[8] = { 0.833333f, 0.333333, 0.766667, 0.466667, 0.233333, 0.466667, 0.166667, 0.333333 };
// ASSERT(clipping->clippedUVs->size == 8);
// for (int i = 0; i < clipping->clippedUVs->size; i++) {
// ASSERT(ABS(clipping->clippedUVs->items[i] - expectedUVs[i]) < 0.001);
// }
//
// short expectedIndices[6] = { 0, 1, 2, 0, 2, 3 };
// ASSERT(clipping->clippedTriangles->size == 6);
// for (int i = 0; i < clipping->clippedTriangles->size; i++) {
// ASSERT(clipping->clippedTriangles->items[i] == expectedIndices[i]);
// }
//
// spFloatArray_dispose(vertices);
// spFloatArray_dispose(uvs);
// spUnsignedShortArray_dispose(indices);
//
// spSlotData_dispose(slotData);
// spSlot_dispose(slot);
// spBoneData_dispose(boneData);
// spBone_dispose(bone);
// _spClippingAttachment_dispose(SUPER(SUPER(clip)));
// spSkeletonClipping_dispose(clipping);
//}
//
//