The spine-c runtime provides basic functionality to load and manipulate Spine skeletal animation data using ANSI C89. It does not perform rendering but can be extended to enable Spine animations for other C-based projects, including C++ or Objective-C projects.
You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.
You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own Spine license. Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library.
In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a Spine license at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license.
For the official legal terms governing the Spine Runtimes, please read the Spine Runtimes License Agreement and Section 2 of the Spine Editor License Agreement.
spine-c works with data exported from Spine 4.0.xx.
spine-c supports all Spine features.
- Download the Spine Runtimes source using git or by downloading it as a zip via the download button above.
- Copy the contents of the
spine-c/spine-c/src
andspine-c/spine-c/include
directories into your project. Be sure your header search is configured to find the contents of thespine-c/spine-c/include
directory. Note that the includes usespine/Xxx.h
, so thespine
directory cannot be omitted when copying the files.
If SPINE_SHORT_NAMES
is defined, the sp
prefix for all structs and functions is optional. Only use this if the spine-c names won't cause a conflict.
Extending spine-c requires implementing three methods:
_spAtlasPage_createTexture
Loads a texture and stores it and its size in thevoid* rendererObject
,width
andheight
fields of anspAtlasPage
struct._spAtlasPage_disposeTexture
Disposes of a texture loaded with_spAtlasPage_createTexture
._spUtil_readFile
Reads a file. If this doesn't need to be customized,_readFile
is provided which reads a file usingfopen
.
With these implemented, the spine-c API can then be used to load Spine animation data. Rendering is done by enumerating the slots for a skeleton and rendering the attachment for each slot. Each attachment has a rendererObject
field that is set when the attachment is loaded.
For example, AtlasAttachmentLoader
is typically used to load attachments when using a Spine texture atlas. When AtlasAttachmentLoader
loads a RegionAttachment
, the attachment's void* rendererObject
is set to an AtlasRegion
. Rendering code can then obtain the AtlasRegion
from the attachment, get the AtlasPage
it belongs to, and get the page's void* rendererObject
. This is the renderer specific texture object set by _spAtlasPage_createTexture
. Attachment loading can be customized if not using AtlasAttachmentLoader
or to provider different renderer specific data.
spine-sfml serves as a simple example of extending spine-c.
spine-c uses an OOP style of programming where each "class" is made up of a struct and a number of functions prefixed with the struct name. More detals about how this works are available in extension.h. This mechanism allows you to provide your own implementations for spAttachmentLoader
, spAttachment
and spTimeline
, if necessary.