/****************************************************************************** * 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. *****************************************************************************/ import SwiftUI import Spine struct DebugRendering: View { @StateObject var model = DebugRenderingModel() var body: some View { ZStack { Color.red.ignoresSafeArea() SpineView( from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"), controller: model.controller, mode: .fit, alignment: .center ) ForEach(model.boneRects, id: \.id) { boneLocation in Rectangle() .fill(.blue) .offset(x: boneLocation.x, y: boneLocation.y) .frame(width: boneLocation.width, height: boneLocation.height) } } .navigationTitle("Debug Rendering") .navigationBarTitleDisplayMode(.inline) } } #Preview { DebugRendering() } final class DebugRenderingModel: ObservableObject { @Published var controller: SpineController! @Published var boneRects = [BoneRect]() init() { controller = SpineController( onInitialized: { controller in controller.animationState.setAnimationByName( trackIndex: 0, animationName: "walk", loop: true ) }, onAfterPaint: { [weak self] controller in guard let self else { return } boneRects = controller.drawable.skeleton.bones.map { bone in let position = controller.fromSkeletonCoordinates( position: CGPointMake(CGFloat(bone.worldX), CGFloat(bone.worldY)) ) return BoneRect( id: UUID(), x: position.x, y: position.y, width: 5, height: 5 ) } } ) } } struct BoneRect: Hashable { let id: UUID let x: CGFloat let y: CGFloat let width: CGFloat let height: CGFloat }