mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
130 lines
4.6 KiB
C++
130 lines
4.6 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <SFML/Graphics.hpp>
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#include <spine/Log.h>
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#include <spine/spine-sfml.h>
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using namespace spine;
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class NullTextureLoader : public TextureLoader {
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public:
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virtual void load(AtlasPage &, const String &) {}
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virtual void unload(void *) {}
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};
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class NullAttachmentLoader : public AttachmentLoader {
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virtual RegionAttachment *newRegionAttachment(Skin &, const String &name, const String &, Sequence *) {
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return new (__FILE__, __LINE__) RegionAttachment(name);
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}
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virtual MeshAttachment *newMeshAttachment(Skin &, const String &name, const String &, Sequence *) {
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return new (__FILE__, __LINE__) MeshAttachment(name);
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}
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virtual BoundingBoxAttachment *newBoundingBoxAttachment(Skin &, const String &name) {
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return new (__FILE__, __LINE__) BoundingBoxAttachment(name);
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}
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virtual PathAttachment *newPathAttachment(Skin &, const String &name) {
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return new (__FILE__, __LINE__) PathAttachment(name);
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}
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virtual PointAttachment *newPointAttachment(Skin &, const String &name) {
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return new (__FILE__, __LINE__) PointAttachment(name);
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}
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virtual ClippingAttachment *newClippingAttachment(Skin &, const String &name) {
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return new (__FILE__, __LINE__) ClippingAttachment(name);
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}
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virtual void configureAttachment(Attachment *) {
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}
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};
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int main(void) {
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String atlasFile("data/sack-pma.atlas");
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String skeletonFile("data/sack-pro.json");
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String animation = "walk";
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String skin = "";
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float scale = 0.6f;
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SFMLTextureLoader textureLoader;
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NullAttachmentLoader nullLoader;
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Atlas *atlas = atlasFile.length() == 0 ? nullptr : new Atlas(atlasFile, &textureLoader);
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SkeletonData *skeletonData = nullptr;
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if (strnstr(skeletonFile.buffer(), ".skel", skeletonFile.length()) != nullptr) {
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SkeletonBinary *binary = nullptr;
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if (atlas) {
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binary = new SkeletonBinary(atlas);
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} else {
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binary = new SkeletonBinary(&nullLoader);
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}
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binary->setScale(scale);
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skeletonData = binary->readSkeletonDataFile(skeletonFile);
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delete binary;
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} else {
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SkeletonJson *json = nullptr;
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if (atlas) {
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json = new SkeletonJson(atlas);
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} else {
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json = new SkeletonJson(&nullLoader);
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}
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json->setScale(scale);
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skeletonData = json->readSkeletonDataFile(skeletonFile);
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delete json;
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}
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AnimationStateData stateData(skeletonData);
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SkeletonDrawable drawable(skeletonData, &stateData);
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drawable.skeleton->updateWorldTransform(Physics_Update);
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drawable.skeleton->setPosition(320, 960);
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if (animation.length() > 0) drawable.state->setAnimation(0, animation, true);
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if (skin.length() > 0) drawable.skeleton->setSkin(skin);
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sf::RenderWindow window(sf::VideoMode(1024, 1024), "Spine SFML - testbed");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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drawable.update(delta);
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window.clear();
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window.draw(drawable);
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window.display();
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}
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return 0;
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}
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