John b9bd66b36b Updated spine-c, spine-sfml, spine-cocos2d-objc and spine-cocos2dx to 3.2.01
- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes
- Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes
- Updated all spine-c based runtime READMEs with new usage and example instructions
- Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated
- Renamed spine-cocos2d-iphone to spine-cocos2d-iphone

Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps

Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory

Added Visual Studio support to CMake build

Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier

Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build

Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github

Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx

spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00

* Added CMake build for spine-c and spine-sfml
* Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still
* Added transform constraint rotate, scale, and shear offsets and mixes
* Added spTransformConstraintTimeline
* Added bone shearing
* Added spShearTimeline
* Changed spSkeleton_updateCache
* Changed JSON format, see http://esotericsoftware.com/spine-json-format

Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c

Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE

Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples

Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore

Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros

New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet

Fixed spine-cocos2dx Visual Studio projects

Reworked cocos2dx dependency resolution

Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example

Updated spine-sfml README with instructions for Windows

Updated spine-sfml README with instructions for Linux and Mac OS X

Fixed README formatting

More formatting, sorry, can't preview markdown...

More README changes

Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README

Updated spine-cocos2d-objc README

Added context when exceptions are thrown during attachment and animation parsing.

Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version.

[Unity] Update BoneFollower

Added coverting linkedmesh to weightedlinkedmesh.

[LUA] AnimationState trackCount bugfixes (#466)

* resolved conflict

* made trackCount keep count, not maximum track index.

Prettier with varargs.

Updated .gitignore to exclude cocos2dx dependencies

Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
2016-06-22 15:23:31 +02:00

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "SimpleCommand.h"
USING_NS_CC;
using namespace std;
Scene* SimpleCommand::scene () {
Scene *scene = Scene::create();
scene->addChild(SimpleCommand::create());
return scene;
}
bool SimpleCommand::init () {
if (!Node::init()) return false;
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
_texture = _director->getTextureCache()->addImage("sprite.png");
setPosition(100, 100);
return true;
}
void SimpleCommand::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
TrianglesCommand::Triangles* triangles = new TrianglesCommand::Triangles();
float x = 0, y = 0;
float w = 80, h = 80;
triangles->vertCount = 4;
triangles->verts = new V3F_C4B_T2F[4];
triangles->verts[0].colors = Color4B::WHITE;
triangles->verts[0].texCoords.u = 0;
triangles->verts[0].texCoords.v = 1;
triangles->verts[0].vertices.x = 0;
triangles->verts[0].vertices.y = 0;
triangles->verts[0].vertices.z = 0;
triangles->verts[1].colors = Color4B::WHITE;
triangles->verts[1].texCoords.u = 0;
triangles->verts[1].texCoords.v = 0;
triangles->verts[1].vertices.x = 0;
triangles->verts[1].vertices.y = h;
triangles->verts[1].vertices.z = 0;
triangles->verts[2].colors = Color4B::WHITE;
triangles->verts[2].texCoords.u = 1;
triangles->verts[2].texCoords.v = 1;
triangles->verts[2].vertices.x = w;
triangles->verts[2].vertices.y = 0;
triangles->verts[2].vertices.z = 0;
triangles->verts[3].colors = Color4B::WHITE;
triangles->verts[3].texCoords.u = 1;
triangles->verts[3].texCoords.v = 0;
triangles->verts[3].vertices.x = w;
triangles->verts[3].vertices.y = h;
triangles->verts[3].vertices.z = 0;
triangles->indexCount = 6;
triangles->indices = new GLushort[6];
triangles->indices[0] = 0;
triangles->indices[1] = 1;
triangles->indices[2] = 2;
triangles->indices[3] = 3;
triangles->indices[4] = 2;
triangles->indices[5] = 1;
TrianglesCommand* trianglesCommand = new TrianglesCommand();
trianglesCommand->init(_globalZOrder, _texture->getName(), getGLProgramState(), BlendFunc::ALPHA_PREMULTIPLIED, *triangles, transform, transformFlags);
renderer->addCommand(trianglesCommand);
}