569 lines
19 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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>
#define SPINE_SHORT_NAMES
#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) {
UNUSED(state);
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 %f %f\n", entry->trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
event->stringValue, event->volume, event->balance);
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) {
UNUSED(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;
drawable->setUsePremultipliedAlpha(true);
Skeleton* skeleton = drawable->skeleton;
Skeleton_setToSetupPose(skeleton);
skeleton->x = 320;
skeleton->y = 590;
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, 640), "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, (float)position.x, (float)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) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
Skeleton* skeleton = drawable->skeleton;
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) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
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 = (float)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) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
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) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
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) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
Skeleton* skeleton = drawable->skeleton;
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) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 320;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "animation", 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 owl (SkeletonData* skeletonData, Atlas* atlas) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 400;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "idle", true);
AnimationState_setAnimationByName(drawable->state, 1, "blink", true);
spTrackEntry* left = AnimationState_setAnimationByName(drawable->state, 2, "left", true);
spTrackEntry* right = AnimationState_setAnimationByName(drawable->state, 3, "right", true);
spTrackEntry* up = AnimationState_setAnimationByName(drawable->state, 4, "up", true);
spTrackEntry* down = AnimationState_setAnimationByName(drawable->state, 5, "down", true);
left->alpha = 0;
right->alpha = 0;
right->mixBlend = SP_MIX_BLEND_ADD;
up->alpha = 0;
up->mixBlend = SP_MIX_BLEND_ADD;
down->alpha = 0;
down->mixBlend = SP_MIX_BLEND_ADD;
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - owl");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) window.close();
if (event.type == sf::Event::MouseMoved) {
float x = event.mouseMove.x / 640.0f;
left->alpha = (MAX(x, 0.5f) - 0.5f) * 2;
right->alpha = (0.5f - MIN(x, 0.5f)) * 2;
float y = event.mouseMove.y / 640.0f;
down->alpha = (MAX(y, 0.5f) - 0.5f) * 2;
up->alpha = (0.5f - MIN(y, 0.5f)) * 2;
}
}
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) {
UNUSED(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);
}
void testSkinsApi(SkeletonData* skeletonData, Atlas* atlas) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
Skeleton* skeleton = drawable->skeleton;
spSkin* skin = spSkin_create("test-skin");
spSkin_copySkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
// spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "goblingirl"));
spSkeleton_setSkin(skeleton, skin);
spSkeleton_setSlotsToSetupPose(skeleton);
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 - skins api");
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();
}
spSkin_clear(skin);
spSkin_dispose(skin);
}
void testMixAndMatch(SkeletonData* skeletonData, Atlas* atlas) {
UNUSED(atlas);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
drawable->setUsePremultipliedAlpha(true);
Skeleton* skeleton = drawable->skeleton;
// Create a new skin, by mixing and matching other skins
// that fit together. Items making up the girl are individual
// skins. Using the skin API, a new skin is created which is
// a combination of all these individual item skins.
spSkin* skin = spSkin_create("mix-and-match");
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "skin-base"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "nose/short"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyes/eyelids-girly"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "eyes/violet"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "hair/brown"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "clothes/hoodie-orange"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "legs/pants-jeans"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/bag"));
spSkin_addSkin(skin, spSkeletonData_findSkin(skeletonData, "accessories/hat-red-yellow"));
spSkeleton_setSkin(skeleton, skin);
spSkeleton_setSlotsToSetupPose(skeleton);
skeleton->x = 320;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "dance", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - mix and match");
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();
}
spSkin_clear(skin);
spSkin_dispose(skin);
}
int main () {
testcase(testMixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f);
testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 1.0f);
testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
testcase(stretchyman, "data/stretchyman-stretchy-ik-pro.json", "data/stretchyman-stretchy-ik-pro.skel", "data/stretchyman-pma.atlas", 0.6f);
testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f);
testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f);
testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine-pma.atlas", 0.5f);
testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 0.2f);
testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman-pma.atlas", 0.6f);
// testcase(testSkinsApi, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
return 0;
}