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https://github.com/EsotericSoftware/spine-runtimes.git
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Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent! Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license. With this fixed, I hope we never need to change the license again!
185 lines
6.2 KiB
C++
185 lines
6.2 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software, you may not (a) modify, translate, adapt or
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* otherwise create derivative works, improvements of the Software or develop
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* new applications using the Software or (b) remove, delete, alter or obscure
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* any trademarks or any copyright, trademark, patent or other intellectual
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* property or proprietary rights notices on or in the Software, including
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* any copy thereof. Redistributions in binary or source code must include
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* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <iostream>
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#include <string.h>
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#include <spine/spine-sfml.h>
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#include <SFML/Graphics.hpp>
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#include <SFML/Window/Mouse.hpp>
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using namespace std;
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using namespace spine;
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#include <stdio.h>
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void callback (AnimationState* state, int trackIndex, EventType type, Event* event, int loopCount) {
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TrackEntry* entry = AnimationState_getCurrent(state, trackIndex);
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const char* animationName = (entry && entry->animation) ? entry->animation->name : 0;
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switch (type) {
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case ANIMATION_START:
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printf("%d start: %s\n", trackIndex, animationName);
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break;
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case ANIMATION_END:
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printf("%d end: %s\n", trackIndex, animationName);
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break;
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case ANIMATION_COMPLETE:
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printf("%d complete: %s, %d\n", trackIndex, animationName, loopCount);
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break;
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case ANIMATION_EVENT:
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printf("%d event: %s, %s: %d, %f, %s\n", trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
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event->stringValue);
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break;
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}
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fflush(stdout);
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}
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void spineboy () {
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// Load atlas, skeleton, and animations.
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Atlas* atlas = Atlas_readAtlasFile("../data/spineboy.atlas");
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SkeletonJson* json = SkeletonJson_create(atlas);
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SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/spineboy.json");
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if (!skeletonData) {
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printf("%s\n", json->error);
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exit(0);
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}
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SkeletonJson_dispose(json);
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SkeletonBounds* bounds = SkeletonBounds_create();
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// Configure mixing.
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AnimationStateData* stateData = AnimationStateData_create(skeletonData);
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AnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
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AnimationStateData_setMixByName(stateData, "jump", "walk", 0.4f);
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->flipX = false;
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skeleton->flipY = false;
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Skeleton_setToSetupPose(skeleton);
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skeleton->root->x = 320;
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skeleton->root->y = 420;
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Skeleton_updateWorldTransform(skeleton);
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Slot* headSlot = Skeleton_findSlot(skeleton, "head");
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drawable->state->listener = callback;
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if (true) {
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AnimationState_setAnimationByName(drawable->state, 0, "drawOrder", true);
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} else {
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AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
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AnimationState_addAnimationByName(drawable->state, 0, "jump", false, 0);
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AnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
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}
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sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML");
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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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SkeletonBounds_update(bounds, skeleton, true);
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sf::Vector2i position = sf::Mouse::getPosition(window);
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if (SkeletonBounds_containsPoint(bounds, position.x, position.y)) {
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headSlot->g = 0;
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headSlot->b = 0;
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} else {
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headSlot->g = 1;
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headSlot->b = 1;
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}
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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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SkeletonData_dispose(skeletonData);
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SkeletonBounds_dispose(bounds);
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Atlas_dispose(atlas);
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}
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void goblins () {
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// Load atlas, skeleton, and animations.
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Atlas* atlas = Atlas_readAtlasFile("../data/goblins.atlas");
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = 2;
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SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/goblins.json");
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Animation* walkAnimation = SkeletonData_findAnimation(skeletonData, "walk");
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SkeletonJson_dispose(json);
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->flipX = false;
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skeleton->flipY = false;
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Skeleton_setSkinByName(skeleton, "goblin");
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Skeleton_setSlotsToSetupPose(skeleton);
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// Skeleton_setAttachment(skeleton, "left hand item", "dagger");
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skeleton->root->x = 320;
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skeleton->root->y = 590;
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Skeleton_updateWorldTransform(skeleton);
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AnimationState_setAnimation(drawable->state, 0, walkAnimation, true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML");
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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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SkeletonData_dispose(skeletonData);
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Atlas_dispose(atlas);
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}
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int main () {
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spineboy();
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goblins();
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}
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