/****************************************************************************** * 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 CoreGraphics import Foundation #if canImport(UIKit) import UIKit extension SkeletonDrawableWrapper { /// Render the ``Skeleton`` to a `CGImage` /// /// Parameters: /// - size: The size of the `CGImage` that should be rendered. /// - backgroundColor: the background color of the image /// - scaleFactor: The scale factor. Set this to `UIScreen.main.scale` if you want to show the image in a view public func renderToImage(size: CGSize, backgroundColor: UIColor, scaleFactor: CGFloat = 1) throws -> CGImage? { let spineView = SpineUIView( controller: SpineController(disposeDrawableOnDeInit: false), // Doesn't own the drawable backgroundColor: backgroundColor ) spineView.frame = CGRect(origin: .zero, size: size) spineView.isPaused = false spineView.enableSetNeedsDisplay = false spineView.framebufferOnly = false spineView.contentScaleFactor = scaleFactor try spineView.load(drawable: self) spineView.renderer?.waitUntilCompleted = true spineView.delegate?.draw(in: spineView) guard let texture = spineView.currentDrawable?.texture else { throw SpineError("Could not read texture.") } let width = texture.width let height = texture.height let rowBytes = width * 4 let data = UnsafeMutableRawPointer.allocate(byteCount: rowBytes * height, alignment: MemoryLayout.alignment) defer { data.deallocate() } let region = MTLRegionMake2D(0, 0, width, height) texture.getBytes(data, bytesPerRow: rowBytes, from: region, mipmapLevel: 0) let bitmapInfo = CGBitmapInfo( rawValue: CGImageAlphaInfo.premultipliedFirst.rawValue ).union(.byteOrder32Little) let colorSpace = CGColorSpaceCreateDeviceRGB() guard let context = CGContext( data: data, width: width, height: height, bitsPerComponent: 8, bytesPerRow: rowBytes, space: colorSpace, bitmapInfo: bitmapInfo.rawValue), let cgImage = context.makeImage() else { throw SpineError("Could not create image.") } return cgImage } } #endif