mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
163 lines
4.9 KiB
C++
163 lines
4.9 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 "SkeletonSerializer.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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#include <locale.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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int main(int argc, char *argv[]) {
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// Set locale to ensure consistent number formatting
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setlocale(LC_ALL, "C");
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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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// Create skeleton instance
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Skeleton skeleton(*skeletonData);
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skeleton.setupPose();
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// Set animation if provided
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AnimationState *state = nullptr;
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AnimationStateData *stateData = nullptr;
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if (animationName != nullptr) {
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// Create animation state only when needed
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stateData = new AnimationStateData(skeletonData);
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state = new AnimationState(stateData);
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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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// Use SkeletonSerializer for JSON output
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SkeletonSerializer serializer;
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// Print skeleton data
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printf("=== SKELETON DATA ===\n");
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printf("%s", serializer.serializeSkeletonData(skeletonData).buffer());
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// Print skeleton state
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printf("\n=== SKELETON STATE ===\n");
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printf("%s", serializer.serializeSkeleton(&skeleton).buffer());
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// Print animation state only if animation was loaded
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if (state != nullptr) {
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printf("\n=== ANIMATION STATE ===\n");
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printf("%s", serializer.serializeAnimationState(state).buffer());
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}
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// Cleanup
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if (state != nullptr) {
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delete state;
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}
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if (stateData != nullptr) {
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delete stateData;
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}
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delete skeletonData;
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delete atlas;
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return 0;
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} |