mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
159 lines
5.6 KiB
C++
159 lines
5.6 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <glbinding/glbinding.h>
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#include <glbinding/gl/gl.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <spine-glfw.h>
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using namespace spine;
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int width = 800, height = 600;
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AnimationState *globalAnimationState = nullptr;
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void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
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SP_UNUSED(window);
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SP_UNUSED(scancode);
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SP_UNUSED(mods);
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if (action == GLFW_PRESS && key == GLFW_KEY_SPACE && globalAnimationState) {
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globalAnimationState->setAnimation(0, "walk", true);
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}
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}
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GLFWwindow *init_glfw() {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return nullptr;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw", NULL, NULL);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return nullptr;
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}
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glfwMakeContextCurrent(window);
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glbinding::initialize(glfwGetProcAddress);
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return window;
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}
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int main() {
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// Initialize GLFW and glbinding
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GLFWwindow *window = init_glfw();
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if (!window) return -1;
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// We use a y-down coordinate system, see renderer_set_viewport_size()
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Bone::setYDown(true);
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// Load the atlas and the skeleton data
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GlTextureLoader textureLoader;
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Atlas *atlas = new Atlas("data/spineboy-pma.atlas", &textureLoader);
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SkeletonBinary binary(*atlas);
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// SkeletonData *skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel");
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SkeletonJson json(*atlas);
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SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json");
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// Create a skeleton from the data, set the skeleton's position to the bottom center of
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// the screen and scale it to make it smaller.
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Skeleton skeleton(*skeletonData);
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skeleton.setPosition(width / 2, height - 100);
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skeleton.setScaleX(0.3);
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skeleton.setScaleY(0.3);
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skeleton.setupPose();
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// Create an AnimationState to drive animations on the skeleton. Set the "portal" animation
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// on track with index 0.
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AnimationStateData animationStateData(*skeletonData);
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animationStateData.setDefaultMix(0.2f);
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AnimationState animationState(animationStateData);
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globalAnimationState = &animationState;
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animationState.setAnimation(0, "portal", true);
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animationState.addAnimation(0, "run", true, 0)
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.setListener([](AnimationState *state, EventType type, TrackEntry *entry, Event *event, void *userData) {
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SP_UNUSED(state);
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SP_UNUSED(entry);
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SP_UNUSED(event);
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SP_UNUSED(userData);
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if (type == EventType_Event) {
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printf("Custom event fired: %s\n", event->getData().getName().buffer());
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}
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});
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// Create the renderer and set the viewport size to match the window size. This sets up a
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// pixel perfect orthogonal projection for 2D rendering.
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renderer_t *renderer = renderer_create();
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renderer_set_viewport_size(renderer, width, height);
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// Set up keyboard callback. When space is pressed, we switch to the "walk" animation.
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glfwSetKeyCallback(window, key_callback);
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// Rendering loop
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double lastTime = glfwGetTime();
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while (!glfwWindowShouldClose(window)) {
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// Calculate the delta time in seconds
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double currTime = glfwGetTime();
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float delta = currTime - lastTime;
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lastTime = currTime;
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// Update and apply the animation state to the skeleton
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animationState.update(delta);
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animationState.apply(skeleton);
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// Update the skeleton time (used for physics)
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skeleton.update(delta);
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// Calculate the new pose
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skeleton.updateWorldTransform(spine::Physics_Update);
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// Clear the screen
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gl::glClear(gl::GL_COLOR_BUFFER_BIT);
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// Render the skeleton in its current pose
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renderer_draw(renderer, &skeleton, true);
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// Present the rendering results and poll for events
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Dispose everything
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renderer_dispose(renderer);
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delete skeletonData;
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delete atlas;
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// Kill the window and GLFW
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glfwTerminate();
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return 0;
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}
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