173 lines
6.5 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <glbinding/glbinding.h>
#include <glbinding/gl/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <iostream>
#include <spine-glfw.h>
using namespace spine;
int width = 800, height = 600;
GLFWwindow *init_glfw() {
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return nullptr;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return nullptr;
}
glfwMakeContextCurrent(window);
glbinding::initialize(glfwGetProcAddress);
return window;
}
uint8_t *read_file(const char *path, int *length) {
FILE *file = fopen(path, "rb");
if (!file) return 0;
fseek(file, 0, SEEK_END);
*length = (int) ftell(file);
fseek(file, 0, SEEK_SET);
uint8_t *data = (uint8_t *) malloc(*length);
fread(data, 1, *length, file);
fclose(file);
return data;
}
void *load_texture(const char *path) {
return (void *) (uintptr_t) texture_load(path);
}
void unload_texture(void *texture) {
texture_dispose((texture_t) (uintptr_t) texture);
}
void track_listener(spine_animation_state state, spine_event_type type, spine_track_entry entry, spine_event event, void *user_data) {
SP_UNUSED(state);
SP_UNUSED(entry);
SP_UNUSED(event);
SP_UNUSED(user_data);
if (type == SPINE_EVENT_TYPE_EVENT) {
printf("Custom event fired: %s\n", spine_event_data_get_name(spine_event_get_data(event)));
}
}
int main() {
// Initialize GLFW and glbinding
GLFWwindow *window = init_glfw();
if (!window) return -1;
// We use a y-down coordinate system, see renderer_set_viewport_size()
Bone::setYDown(true);
// Load the atlas and the skeleton data
int atlas_length = 0;
uint8_t *atlas_bytes = read_file("data/spineboy-pma.atlas", &atlas_length);
spine_atlas_result result = spine_atlas_load_callback((const char *) atlas_bytes, "data/", load_texture, unload_texture);
spine_atlas atlas = spine_atlas_result_get_atlas(result);
int skeleton_length = 0;
// uint8_t *skeleton_bytes = read_file("data/spineboy-pro.skel", &skeleton_length);
// spine_skeleton_data_result result = spine_skeleton_data_load_binary(atlas, skeleton_bytes, skeleton_length);
uint8_t *skeleton_bytes = read_file("data/spineboy-pro.json", &skeleton_length);
spine_skeleton_data_result result2 = spine_skeleton_data_load_json(atlas, (const char *) skeleton_bytes, "data/");
spine_skeleton_data skeleton_data = spine_skeleton_data_result_get_data(result2);
// Create a skeleton from the data, set the skeleton's position to the bottom center of
// the screen and scale it to make it smaller.
spine_skeleton_drawable drawable = spine_skeleton_drawable_create(skeleton_data);
spine_skeleton skeleton = spine_skeleton_drawable_get_skeleton(drawable);
spine_skeleton_set_position(skeleton, width / 2, height - 100);
spine_skeleton_set_scale(skeleton, 0.3f, 0.3f);
// Create an AnimationState to drive animations on the skeleton. Set the "portal" animation
// on track with index 0.
spine_animation_state animation_state = spine_skeleton_drawable_get_animation_state(drawable);
spine_animation_state_data animation_state_data = spine_animation_state_get_data(animation_state);
spine_animation_state_data_set_default_mix(animation_state_data, 0.2f);
spine_animation_state_set_animation_1(animation_state, 0, "portal", true);
spine_track_entry entry = spine_animation_state_add_animation_1(animation_state, 0, "run", true, 0);
spine_track_entry_set_listener(entry, track_listener, NULL);
// Create the renderer and set the viewport size to match the window size. This sets up a
// pixel perfect orthogonal projection for 2D rendering.
renderer_t *renderer = renderer_create();
renderer_set_viewport_size(renderer, width, height);
// Rendering loop
double lastTime = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
// Calculate the delta time in seconds
double currTime = glfwGetTime();
float delta = currTime - lastTime;
lastTime = currTime;
// Update and apply the animation state to the skeleton
spine_animation_state_update(animation_state, delta);
spine_animation_state_apply(animation_state, skeleton);
// Update the skeleton time (used for physics)
spine_skeleton_update(skeleton, delta);
// Calculate the new pose
spine_skeleton_update_world_transform(skeleton, SPINE_PHYSICS_UPDATE);
// Clear the screen
gl::glClear(gl::GL_COLOR_BUFFER_BIT);
// Render the skeleton in its current pose
renderer_draw_c(renderer, skeleton, true);
// Present the rendering results and poll for events
glfwSwapBuffers(window);
glfwPollEvents();
}
// Dispose everything
renderer_dispose(renderer);
// delete skeletonData;
delete atlas;
// Kill the window and GLFW
glfwTerminate();
return 0;
}