/****************************************************************************** * 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 Foundation import SpineC /// Convenient drawable that combines skeleton, animation state, and rendering public class SkeletonDrawable { private let _drawable: UnsafeMutablePointer public let skeleton: Skeleton public let animationState: AnimationState public let animationStateData: AnimationStateData public init(skeletonData: SkeletonData) { guard let drawable = spine_skeleton_drawable_create(skeletonData._ptr.assumingMemoryBound(to: spine_skeleton_data_wrapper.self)) else { fatalError("Failed to create skeleton drawable") } self._drawable = drawable // Get references to the skeleton and animation state guard let skeletonPtr = spine_skeleton_drawable_get_skeleton(drawable) else { spine_skeleton_drawable_dispose(drawable) fatalError("Failed to get skeleton from drawable") } self.skeleton = Skeleton(fromPointer: skeletonPtr) guard let animationStatePtr = spine_skeleton_drawable_get_animation_state(drawable) else { spine_skeleton_drawable_dispose(drawable) fatalError("Failed to get animation state from drawable") } self.animationState = AnimationState(fromPointer: animationStatePtr) guard let animationStateDataPtr = spine_skeleton_drawable_get_animation_state_data(drawable) else { spine_skeleton_drawable_dispose(drawable) fatalError("Failed to get animation state data from drawable") } self.animationStateData = AnimationStateData(fromPointer: animationStateDataPtr) } /// Update the animation state and process events public func update(_ delta: Float) { // Update animation state animationState.update(delta) // Process events if let eventsPtr = spine_skeleton_drawable_get_animation_state_events(_drawable) { let numEvents = Int(spine_animation_state_events_get_num_events(eventsPtr)) for i in 0.. RenderCommand? { guard let renderCommand = spine_skeleton_drawable_render(_drawable) else { return nil } return RenderCommand(fromPointer: renderCommand) } deinit { AnimationStateEventManager.instance.clearState(animationState) spine_skeleton_drawable_dispose(_drawable) } }