406 lines
13 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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 <iostream>
#include <string.h>
#include <spine/spine-sfml.h>
#include <SFML/Graphics.hpp>
#include <SFML/Window/Mouse.hpp>
using namespace std;
using namespace spine;
#include <stdio.h>
#include <stdlib.h>
void callback (AnimationState* state, EventType type, TrackEntry* entry, Event* event) {
const char* animationName = (entry && entry->animation) ? entry->animation->name : 0;
switch (type) {
case ANIMATION_START:
printf("%d start: %s\n", entry->trackIndex, animationName);
break;
case ANIMATION_INTERRUPT:
printf("%d interrupt: %s\n", entry->trackIndex, animationName);
break;
case ANIMATION_END:
printf("%d end: %s\n", entry->trackIndex, animationName);
break;
case ANIMATION_COMPLETE:
printf("%d complete: %s\n", entry->trackIndex, animationName);
break;
case ANIMATION_DISPOSE:
printf("%d dispose: %s\n", entry->trackIndex, animationName);
break;
case ANIMATION_EVENT:
printf("%d event: %s, %s: %d, %f, %s\n", entry->trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
event->stringValue);
break;
}
fflush(stdout);
}
SkeletonData* readSkeletonJsonData (const char* filename, Atlas* atlas, float scale) {
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, filename);
if (!skeletonData) {
printf("%s\n", json->error);
exit(0);
}
SkeletonJson_dispose(json);
return skeletonData;
}
SkeletonData* readSkeletonBinaryData (const char* filename, Atlas* atlas, float scale) {
SkeletonBinary* binary = SkeletonBinary_create(atlas);
binary->scale = scale;
SkeletonData *skeletonData = SkeletonBinary_readSkeletonDataFile(binary, filename);
if (!skeletonData) {
printf("%s\n", binary->error);
exit(0);
}
SkeletonBinary_dispose(binary);
return skeletonData;
}
void testcase (void func(SkeletonData* skeletonData, Atlas* atlas),
const char* jsonName, const char* binaryName, const char* atlasName,
float scale) {
Atlas* atlas = Atlas_createFromFile(atlasName, 0);
SkeletonData* skeletonData = readSkeletonJsonData(jsonName, atlas, scale);
func(skeletonData, atlas);
SkeletonData_dispose(skeletonData);
skeletonData = readSkeletonBinaryData(binaryName, atlas, scale);
func(skeletonData, atlas);
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
}
void spineboy (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonBounds* bounds = SkeletonBounds_create();
// Configure mixing.
AnimationStateData* stateData = AnimationStateData_create(skeletonData);
AnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
AnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setToSetupPose(skeleton);
skeleton->x = 320;
skeleton->y = 460;
Skeleton_updateWorldTransform(skeleton);
Slot* headSlot = Skeleton_findSlot(skeleton, "head");
drawable->state->listener = callback;
AnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
AnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
AnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML - spineboy");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
SkeletonBounds_update(bounds, skeleton, true);
sf::Vector2i position = sf::Mouse::getPosition(window);
if (SkeletonBounds_containsPoint(bounds, position.x, position.y)) {
headSlot->color.g = 0;
headSlot->color.b = 0;
} else {
headSlot->color.g = 1;
headSlot->color.b = 1;
}
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
SkeletonBounds_dispose(bounds);
}
void goblins (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setSkinByName(skeleton, "goblin");
Skeleton_setSlotsToSetupPose(skeleton);
//Skeleton_setAttachment(skeleton, "left hand item", "dagger");
skeleton->x = 320;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
}
void raptor (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
spSwirlVertexEffect* effect = spSwirlVertexEffect_create(400);
effect->centerY = -200;
drawable->vertexEffect = &effect->super;
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
AnimationState_addAnimationByName(drawable->state, 1, "gun-grab", false, 2);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
float swirlTime = 0;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
swirlTime += delta;
float percent = fmod(swirlTime, 2);
if (percent > 1) percent = 1 - (percent - 1);
effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent);
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
spSwirlVertexEffect_dispose(effect);
}
void tank (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 500;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "drive", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
}
void vine (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "grow", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
}
void stretchyman (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
skeleton->x = 100;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "sneak", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
}
void coin (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "rotate", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
float swirlTime = 0;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
}
/**
* Used for debugging purposes during runtime development
*/
void test (SkeletonData* skeletonData, Atlas* atlas) {
spSkeleton* skeleton = Skeleton_create(skeletonData);
spAnimationStateData* animData = spAnimationStateData_create(skeletonData);
spAnimationState* animState = spAnimationState_create(animData);
spAnimationState_setAnimationByName(animState, 0, "drive", true);
float d = 3;
for (int i = 0; i < 1; i++) {
spSkeleton_update(skeleton, d);
spAnimationState_update(animState, d);
spAnimationState_apply(animState, skeleton);
spSkeleton_updateWorldTransform(skeleton);
for (int ii = 0; ii < skeleton->bonesCount; ii++) {
spBone* bone = skeleton->bones[ii];
printf("%s %f %f %f %f %f %f\n", bone->data->name, bone->a, bone->b, bone->c, bone->d, bone->worldX, bone->worldY);
}
printf("========================================\n");
d += 0.1f;
}
Skeleton_dispose(skeleton);
}
int main () {
testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank.atlas", 1.0f);
testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin.atlas", 0.5f);
testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine.atlas", 0.5f);
testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank.atlas", 0.2f);
testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor.atlas", 0.5f);
testcase(spineboy, "data/spineboy-ess.json", "data/spineboy-ess.skel", "data/spineboy.atlas", 0.6f);
testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins.atlas", 1.4f);
testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman.atlas", 0.6f);
return 0;
}