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
..
2016-02-15 21:04:31 +01:00
2016-02-15 21:04:31 +01:00

spine-sfml

The spine-sfml runtime provides functionality to load, manipulate and render Spine skeletal animation data using SFML. spine-sfml is based on spine-c.

Licensing

This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid Spine license. Please see the Spine Runtimes Software License for detailed information.

The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, Section 2 of the Spine Software License grants the right to create and distribute derivative works of the Spine Runtimes.

Spine version

spine-sfml works with data exported from Spine version 3.2.x.

spine-sfml supports all Spine features.

spine-sfml does not yet support loading the binary format.

Usage

  1. Create a new SFML project. See the SFML documentation or have a look at the example in this repository.
  2. Download the Spine Runtimes source using git (git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip
  3. Add the sources from spine-c/src/spine and spine-sfml/src/spine to your project
  4. Add the folder spine-c/include to your header search path. Note that includes are specified as #inclue <spine/file.h>, so the spine directory cannot be omitted when copying the source files.

See the Spine Runtimes documentation on how to use the APIs or check out the Spine SFML example.

Example

The Spine SFML example works on Windows, Linux and Mac OS X.

Windows

  1. Install Visual Studio 2015 Community
  2. Install CMake via the Windows installer package.
  3. Download the Spine Runtimes repository using git (git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip
  4. Run CMake GUI from the start menu
  5. Click Browse Source and select the directory spine-runtimes
  6. Click Browse Build and select the spine-runtimes/spine-sfml/build directory. You can create the build folder directly in the file dialog via New Folder.
  7. Click Configure. This will create a Visual Studio 2015 solution file called spine.sln in spine-runtimes/spine-sfml/build and also download the SFML dependencies.
  8. Open the spine.sln file in Visual Studio 2015
  9. Right click the spine-sfml project in the solution explorer and select Set as Startup Project from the context menu
  10. Right click the spine-sfml project in the solution explorer and select Properties from the context menu
  11. Select Debugging in the left-hand list, then set Working Directory to ${OutputDir}
  12. Click Local Windows Debugger to run the example

The entire example code is contained in main.cpp

Linux

  1. Install the SFML dependencies, e.g. on Ubuntu/Debian via sudo apt-get install -y libpthread-stubs0-dev libgl1-mesa-dev libx11-dev libxrandr-dev libfreetype6-dev libglew1.5-dev libjpeg8-dev libsndfile1-dev libopenal-dev libudev-dev libxcb-image0-dev libjpeg-dev libflac-dev
  2. Install CMake, e.g. on Ubuntu/Debian via sudo apt-get install -y cmake
  3. Download the Spine Runtimes repository using git (git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip
  4. Open a terminal, and cd into the spine-runtimes/spine-sfml folder
  5. Type mkdir build && cd build && cmake ../.. to generate Make files
  6. Type make to compile the example
  7. Run the example by cd spine-sfml-example && ./spine-sfml-example

Mac OS X

  1. Install Xcode
  2. Install Homebrew
  3. Open a terminal and install CMake via brew install cmake
  4. Download the Spine Runtimes repository using git (git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip
  5. Open a terminal, and cd into the spine-runtimes/spine-sfml folder
  6. Type mkdir build && cd build && cmake -G Xcode ../.. to generate an Xcode project called spine.xcodeproj
  7. Open the Xcode project in spine-runtimes/spine-sfml/build/
  8. In Xcode, set the active scheme from ALL_BUILD to spine-sfml-example
  9. Click the Run button or type CMD+R to run the example

Notes

  • Atlas images should not use premultiplied alpha.