Skeleton::~Skeleton()
{
    spAnimationStateData_dispose(animation_data_);
    spAnimationState_dispose(state_);
    spSkeleton_dispose(skeleton_);
    spSkeletonData_dispose(data_);
    spAtlas_dispose(atlas_);
}
 SpineDrawable::~SpineDrawable()
 {
     if (bounds) spSkeletonBounds_dispose(bounds);
     if (atlas) spAtlas_dispose(atlas);
     if (animationState) spAnimationState_dispose(animationState);
     if (animationStateData) spAnimationStateData_dispose(animationStateData);
     if (skeleton) spSkeleton_dispose(skeleton);
     if (skeletonData) spSkeletonData_dispose(skeletonData);
 }
static void testRunner(const char* jsonName, const char* atlasName)
{
	///////////////////////////////////////////////////////////////////////////
	// Global Animation Information
	spAtlas* atlas = spAtlas_createFromFile(atlasName, 0);
	ASSERT(atlas != 0);

	spSkeletonData* skeletonData = readSkeletonJsonData(jsonName, atlas);
	ASSERT(skeletonData != 0);

	spAnimationStateData* stateData = spAnimationStateData_create(skeletonData);
	ASSERT(stateData != 0);
	stateData->defaultMix = 0.2f; // force mixing

	///////////////////////////////////////////////////////////////////////////
	// Animation Instance 
	spSkeleton* skeleton = spSkeleton_create(skeletonData);
	ASSERT(skeleton != 0);

	spAnimationState* state = spAnimationState_create(stateData);
	ASSERT(state != 0);


	///////////////////////////////////////////////////////////////////////////
	// Run animation
	spSkeleton_setToSetupPose(skeleton);
	SpineEventMonitor eventMonitor(state);
//	eventMonitor.SetDebugLogging(true);


	AnimList anims; // Let's chain all the animations together as a test
	size_t count = enumerateAnimations(anims, skeletonData);
	if (count > 0) spAnimationState_setAnimationByName(state, 0, anims[0].c_str(), false);
	for (size_t i = 1; i < count; ++i) {
		spAnimationState_addAnimationByName(state, 0, anims[i].c_str(), false, 0.0f);
	}

	// Run Loop
	for (int i = 0; i < MAX_RUN_TIME && eventMonitor.isAnimationPlaying(); ++i) {
		const float timeSlice = 1.0f / 60.0f;
		spSkeleton_update(skeleton, timeSlice);
		spAnimationState_update(state, timeSlice);
		spAnimationState_apply(state, skeleton);
	}

	
	///////////////////////////////////////////////////////////////////////////
	// Dispose Instance
	spSkeleton_dispose(skeleton);
	spAnimationState_dispose(state);

	///////////////////////////////////////////////////////////////////////////
	// Dispose Global
	spAnimationStateData_dispose(stateData);
	spSkeletonData_dispose(skeletonData);
	spAtlas_dispose(atlas);
}
void SkeletonAnimation::setAnimationStateData (spAnimationStateData* stateData) {
	CCASSERT(stateData, "stateData cannot be null.");

	if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
	spAnimationState_dispose(_state);

	_ownsAnimationStateData = false;
	_state = spAnimationState_create(stateData);
	_state->rendererObject = this;
	_state->listener = animationCallback;
}
void SkeletonAnimation::setAnimationStateData (spAnimationStateData* stateData) {
	CCAssert(stateData, "stateData cannot be null.");

	if (ownsAnimationStateData) spAnimationStateData_dispose(state->data);
	spAnimationState_dispose(state);

	ownsAnimationStateData = false;
	state = spAnimationState_create(stateData);
	state->context = this;
	state->listener = callback;
}
void USpineSkeletonAnimationComponent::DisposeState () {	
	if (state) {
		spAnimationState_dispose(state);
		state = nullptr;
	}

	if (skeleton) {
		spSkeleton_dispose(skeleton);
		skeleton = nullptr;
	}

	trackEntries.Empty();
}
static void DisposeAll(spSkeleton* skeleton, spAnimationState* state, spAnimationStateData* stateData, spSkeletonData* skeletonData, spAtlas* atlas)
{
	///////////////////////////////////////////////////////////////////////////
	// Dispose Instance
	spSkeleton_dispose(skeleton);
	spAnimationState_dispose(state);

	///////////////////////////////////////////////////////////////////////////
	// Dispose Global
	spAnimationStateData_dispose(stateData);
	spSkeletonData_dispose(skeletonData);
	spAtlas_dispose(atlas);
}
void ComponentSpine::updateSpine(graphics::SpineManagerItem & animation)
{
    if(skeleton && skeleton->data != animation.getSkeletonData())
    {
        spSkeleton_dispose(skeleton);
        spAnimationState_dispose(animationState);
        skeleton = nullptr;
    }

    if(!skeleton)
    {
        skeleton = spSkeleton_create(animation.getSkeletonData());
        animationState = spAnimationState_create(animation.getAnimationStateData());
    }
}
void SpineAnimation::destroy(JNIEnv* env) {

	if (this->skeleton) {
		spSkeleton_dispose(this->skeleton);
	}

	if (this->state) {
		spAnimationState_dispose(this->state);
	}

	this->callback->destroy(env);

	delete this->callback;
	delete this->vertices;
	delete this->center;
	delete this->bounds;

	this->boneVertBuffers.clear();

	if(this->translator) {
		delete this->translator;
	}
}
void SkeletonAnimationFbo::releaseSkeletonRelatedData()
{
    if (mspAnimationState){
        spAnimationStateData_dispose(mspAnimationState->data);
        spAnimationState_dispose(mspAnimationState);
        mspAnimationState = 0;
    }

    if (mspSkeleton)
        spSkeletonData_dispose(mspSkeleton->data);

    if (mspAtlas){
        spAtlas_dispose(mspAtlas);
        mspAtlas = 0;
    }

    if (mspSkeleton) {
        spSkeleton_dispose(mspSkeleton);
        mspSkeleton = 0;
    }

    mSkeletonLoaded = false;
    mShouldRelaseCacheTexture = true;
}
SkeletonAnimation::~SkeletonAnimation () {
	if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
	spAnimationState_dispose(_state);
}
SkeletonAnimation::~SkeletonAnimation () {
	if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
	spAnimationState_dispose(_state);

	_skeleton->data->refCount--;
}
Exemple #13
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WIPAnimator::~WIPAnimator()
{
	spAnimationState_dispose(state);
	spSkeleton_dispose(skeleton);
	delete _out_buffer;
}
	SpineAnimation::~SpineAnimation()
	{
		spAnimationStateData_dispose(state->data);
		spAnimationState_dispose(state);
	}
NEWSkeletonAnimation::~NEWSkeletonAnimation () {
	if (ownsAnimationStateData) spAnimationStateData_dispose(state->data);
	spAnimationState_dispose(state);
}
Exemple #16
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SkeletonDrawable::~SkeletonDrawable () {
	delete vertexArray;
	spAnimationState_dispose(state);
	spSkeleton_dispose(skeleton);
}