// // 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 'package:spine_flutter/spine_flutter.dart'; import 'package:flutter/material.dart'; class DebugRendering extends StatelessWidget { const DebugRendering({super.key}); @override Widget build(BuildContext context) { reportLeaks(); const debugRenderer = DebugRenderer(); final controller = SpineWidgetController( onInitialized: (controller) { controller.animationState.setAnimation(0, "walk", true); }, onBeforePaint: (controller, canvas) { // Save the current transform and other canvas state canvas.save(); // Get the current canvas transform an invert it, so we can work in the // canvas coordinate system. final currentMatrix = canvas.getTransform(); final invertedMatrix = Matrix4.tryInvert(Matrix4.fromFloat64List(currentMatrix)); if (invertedMatrix != null) { canvas.transform(invertedMatrix.storage); } // Draw something. final Paint paint = Paint() ..color = Colors.black ..strokeWidth = 2.0; canvas.drawLine( const Offset(0, 0), Offset(canvas.getLocalClipBounds().width, canvas.getLocalClipBounds().height), paint, ); // Restore the old transform and canvas state canvas.restore(); }, onAfterPaint: (controller, canvas, commands) { debugRenderer.render(controller.drawable, canvas, commands); }, ); return Scaffold( appBar: AppBar(title: const Text('Debug Renderer')), body: SpineWidget.fromAsset("assets/spineboy.atlas", "assets/spineboy-pro.skel", controller), ); } }