mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 01:06:00 +08:00
679 lines
26 KiB
Dart
679 lines
26 KiB
Dart
///
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/// Spine Runtimes License Agreement
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/// Last updated April 5, 2025. Replaces all prior versions.
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///
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/// Copyright (c) 2013-2025, Esoteric Software LLC
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///
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/// Integration of the Spine Runtimes into software or otherwise creating
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/// derivative works of the Spine Runtimes is permitted under the terms and
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/// conditions of Section 2 of the Spine Editor License Agreement:
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/// http://esotericsoftware.com/spine-editor-license
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///
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/// Otherwise, it is permitted to integrate the Spine Runtimes into software
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/// or otherwise create derivative works of the Spine Runtimes (collectively,
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/// "Products"), provided that each user of the Products must obtain their own
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/// Spine Editor license and redistribution of the Products in any form must
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/// include this license and copyright notice.
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///
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/// THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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/// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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/// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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/// DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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/// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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/// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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/// BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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/// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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/// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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/// THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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///
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import 'dart:math';
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import 'package:flutter/rendering.dart' as rendering;
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import 'package:flutter/scheduler.dart';
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import 'package:flutter/services.dart';
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import 'package:flutter/widgets.dart';
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import 'spine_flutter.dart';
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/// Controls how the skeleton of a [SpineWidget] is animated and rendered.
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///
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/// Upon initialization of a [SpineWidget] the provided [onInitialized] callback method is called once. This method can be used
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/// to setup the initial animation(s) of the skeleton, among other things.
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///
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/// After initialization is complete, the [SpineWidget] is rendered at the screen refresh rate. In each frame,
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/// the [AnimationState] is updated and applied to the [Skeleton].
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///
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/// Next the optionally provided method [onBeforeUpdateWorldTransforms] is called, which can modify the
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/// skeleton before its current pose is calculated using [Skeleton.updateWorldTransforms]. After
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/// [Skeleton.updateWorldTransforms] has completed, the optional [onAfterUpdateWorldTransforms] method is
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/// called, which can modify the current pose before rendering the skeleton.
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///
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/// Before the skeleton's current pose is rendered by the [SpineWidget] the optional [onBeforePaint] is called,
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/// which allows rendering backgrounds or other objects that should go behind the skeleton on the [Canvas]. The
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/// [SpineWidget] then renderes the skeleton's current pose, and finally calls the optional [onAfterPaint], which
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/// can render additional objects on top of the skeleton.
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///
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/// The underlying [Atlas], [SkeletonData], [Skeleton], [AnimationStateData], [AnimationState], and [SkeletonDrawable]
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/// can be accessed through their respective getters to inspect and/or modify the skeleton and its associated data. Accessing
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/// this data is only allowed if the [SpineWidget] and its data have been initialized and have not been disposed yet.
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///
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/// By default, the widget updates and renders the skeleton every frame. The [pause] method can be used to pause updating
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/// and rendering the skeleton. The [resume] method resumes updating and rendering the skeleton. The [isPlaying] getter
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/// reports the current state.
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class SpineWidgetController {
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SkeletonDrawable? _drawable;
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double _offsetX = 0, _offsetY = 0, _scaleX = 1, _scaleY = 1;
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bool _isPlaying = true;
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_SpineRenderObject? _renderObject;
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final void Function(SpineWidgetController controller)? onInitialized;
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final void Function(SpineWidgetController controller)? onBeforeUpdateWorldTransforms;
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final void Function(SpineWidgetController controller)? onAfterUpdateWorldTransforms;
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final void Function(SpineWidgetController controller, Canvas canvas)? onBeforePaint;
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final void Function(SpineWidgetController controller, Canvas canvas, List<RenderCommand> commands)? onAfterPaint;
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/// Constructs a new [SpineWidget] controller. See the class documentation of [SpineWidgetController] for information on
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/// the optional arguments.
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SpineWidgetController(
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{this.onInitialized, this.onBeforeUpdateWorldTransforms, this.onAfterUpdateWorldTransforms, this.onBeforePaint, this.onAfterPaint});
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void _initialize(SkeletonDrawable drawable) {
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var wasInitialized = _drawable != null;
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_drawable = drawable;
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if (!wasInitialized) onInitialized?.call(this);
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}
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/// The [Atlas] from which images to render the skeleton are sourced.
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Atlas get atlas {
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if (_drawable == null) throw Exception("Controller is not initialized yet.");
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return _drawable!.atlas;
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}
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/// The setup-pose data used by the skeleton.
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SkeletonData get skeletonData {
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if (_drawable == null) throw Exception("Controller is not initialized yet.");
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return _drawable!.skeletonData;
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}
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/// The mixing information used by the [AnimationState]
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AnimationStateData get animationStateData {
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if (_drawable == null) throw Exception("Controller is not initialized yet.");
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return _drawable!.animationStateData;
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}
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/// The [AnimationState] used to manage animations that are being applied to the
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/// skeleton.
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AnimationState get animationState {
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if (_drawable == null) throw Exception("Controller is not initialized yet.");
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return _drawable!.animationState;
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}
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/// The [Skeleton]
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Skeleton get skeleton {
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if (_drawable == null) throw Exception("Controller is not initialized yet.");
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return _drawable!.skeleton;
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}
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/// The [SkeletonDrawable]
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SkeletonDrawable get drawable {
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if (_drawable == null) throw Exception("Controller is not initialized yet.");
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return _drawable!;
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}
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void _setCoordinateTransform(double offsetX, double offsetY, double scaleX, double scaleY) {
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_offsetX = offsetX;
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_offsetY = offsetY;
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_scaleX = scaleX;
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_scaleY = scaleY;
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}
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void _setRenderObject(_SpineRenderObject? renderObject) {
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_renderObject = renderObject;
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}
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/// Transforms the coordinates given in the [SpineWidget] coordinate system in [position] to
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/// the skeleton coordinate system. See the `ik_following.dart` example how to use this
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/// to move a bone based on user touch input.
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Offset toSkeletonCoordinates(Offset position) {
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var x = position.dx;
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var y = position.dy;
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return Offset(x / _scaleX - _offsetX, y / _scaleY - _offsetY);
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}
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/// Pauses updating and rendering the skeleton.
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void pause() {
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_isPlaying = false;
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}
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/// Resumes updating and rendering the skeleton.
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void resume() {
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_isPlaying = true;
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_renderObject?._stopwatch.reset();
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_renderObject?._stopwatch.start();
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_renderObject?._scheduleFrame();
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}
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bool get isPlaying {
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return _isPlaying;
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}
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}
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enum _AssetType { asset, file, http, drawable }
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/// Base class for bounds providers. A bounds provider calculates the axis aligned bounding box
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/// used to scale and fit a skeleton inside the bounds of a [SpineWidget].
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abstract class BoundsProvider {
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const BoundsProvider();
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Bounds computeBounds(SkeletonDrawable drawable);
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}
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/// A [BoundsProvider] that calculates the bounding box of the skeleton based on the visible
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/// attachments in the setup pose.
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class SetupPoseBounds extends BoundsProvider {
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const SetupPoseBounds();
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@override
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Bounds computeBounds(SkeletonDrawable drawable) {
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return drawable.skeleton.getBounds();
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}
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}
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/// A [BoundsProvider] that returns fixed bounds.
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class RawBounds extends BoundsProvider {
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final double x, y, width, height;
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RawBounds(this.x, this.y, this.width, this.height);
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@override
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Bounds computeBounds(SkeletonDrawable drawable) {
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return Bounds(x, y, width, height);
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}
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}
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/// A [BoundsProvider] that calculates the bounding box needed for a combination of skins
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/// and an animation.
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class SkinAndAnimationBounds extends BoundsProvider {
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final List<String> skins;
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final String? animation;
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final double stepTime;
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/// Constructs a new provider that will use the given [skins] and [animation] to calculate
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/// the bounding box of the skeleton. If no skins are given, the default skin is used.
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/// The [stepTime], given in seconds, defines at what interval the bounds should be sampled
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/// across the entire animation.
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SkinAndAnimationBounds({List<String>? skins, this.animation, this.stepTime = 0.1})
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: skins = skins == null || skins.isEmpty ? ["default"] : skins;
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@override
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Bounds computeBounds(SkeletonDrawable drawable) {
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final data = drawable.skeletonData;
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final oldSkin = drawable.skeleton.getSkin();
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final customSkin = Skin("custom-skin");
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for (final skinName in skins) {
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final skin = data.findSkin(skinName);
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if (skin == null) continue;
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customSkin.addSkin(skin);
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}
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drawable.skeleton.setSkin(customSkin);
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drawable.skeleton.setToSetupPose();
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final animation = this.animation != null ? data.findAnimation(this.animation!) : null;
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double minX = double.infinity;
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double minY = double.infinity;
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double maxX = double.negativeInfinity;
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double maxY = double.negativeInfinity;
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if (animation == null) {
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final bounds = drawable.skeleton.getBounds();
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minX = bounds.x;
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minY = bounds.y;
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maxX = minX + bounds.width;
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maxY = minY + bounds.height;
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} else {
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drawable.animationState.setAnimation(0, animation, false);
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final steps = max(animation.getDuration() / stepTime, 1.0).toInt();
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for (int i = 0; i < steps; i++) {
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drawable.update(i > 0 ? stepTime : 0);
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final bounds = drawable.skeleton.getBounds();
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minX = min(minX, bounds.x);
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minY = min(minY, bounds.y);
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maxX = max(maxX, minX + bounds.width);
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maxY = max(maxY, minY + bounds.height);
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}
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}
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drawable.skeleton.setSkinByName("default");
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drawable.animationState.clearTracks();
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if (oldSkin != null) drawable.skeleton.setSkin(oldSkin);
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drawable.skeleton.setToSetupPose();
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drawable.update(0);
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customSkin.dispose();
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return Bounds(minX, minY, maxX - minX, maxY - minY);
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}
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}
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/// A [StatefulWidget] to display a Spine skeleton. The skeleton can be loaded from an asset bundle ([SpineWidget.fromAsset],
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/// local files [SpineWidget.fromFile], URLs [SpineWidget.fromHttp], or a pre-loaded [SkeletonDrawable] ([SpineWidget.fromDrawable]).
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///
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/// The skeleton displayed by a `SpineWidget` can be controlled via a [SpineWidgetController].
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///
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/// The size of the widget can be derived from the bounds provided by a [BoundsProvider]. If the widget is not sized by the bounds
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/// computed by the [BoundsProvider], the widget will use the computed bounds to fit the skeleton inside the widget's dimensions.
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class SpineWidget extends StatefulWidget {
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final _AssetType _assetType;
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final AssetBundle? _bundle;
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final String? _skeletonFile;
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final String? _atlasFile;
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final SkeletonDrawable? _drawable;
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final SpineWidgetController _controller;
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final BoxFit _fit;
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final Alignment _alignment;
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final BoundsProvider _boundsProvider;
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final bool _sizedByBounds;
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/// Constructs a new [SpineWidget] from files in the root bundle or the optionally specified [bundle]. The [_atlasFile] specifies the
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/// `.atlas` file to be loaded for the images used to render the skeleton. The [_skeletonFile] specifies either a Skeleton `.json` or
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/// `.skel` file containing the skeleton data.
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///
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/// After initialization is complete, the provided [_controller] is invoked as per the [SpineWidgetController] semantics, to allow
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/// modifying how the skeleton inside the widget is animated and rendered.
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///
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/// The skeleton is fitted and aligned inside the widget as per the [fit] and [alignment] arguments. For this purpose, the skeleton
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/// bounds must be computed via a [BoundsProvider]. By default, [BoxFit.contain], [Alignment.center], and a [SetupPoseBounds] provider
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/// are used.
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///
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/// The widget can optionally by sized by the bounds provided by the [BoundsProvider] by passing `true` for [sizedByBounds].
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SpineWidget.fromAsset(this._atlasFile, this._skeletonFile, this._controller,
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{AssetBundle? bundle, BoxFit? fit, Alignment? alignment, BoundsProvider? boundsProvider, bool? sizedByBounds, super.key})
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: _assetType = _AssetType.asset,
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_fit = fit ?? BoxFit.contain,
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_alignment = alignment ?? Alignment.center,
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_boundsProvider = boundsProvider ?? const SetupPoseBounds(),
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_sizedByBounds = sizedByBounds ?? false,
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_drawable = null,
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_bundle = bundle ?? rootBundle;
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/// Constructs a new [SpineWidget] from files. The [_atlasFile] specifies the `.atlas` file to be loaded for the images used to render
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/// the skeleton. The [_skeletonFile] specifies either a Skeleton `.json` or `.skel` file containing the skeleton data.
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///
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/// After initialization is complete, the provided [_controller] is invoked as per the [SpineWidgetController] semantics, to allow
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/// modifying how the skeleton inside the widget is animated and rendered.
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///
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/// The skeleton is fitted and aligned inside the widget as per the [fit] and [alignment] arguments. For this purpose, the skeleton
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/// bounds must be computed via a [BoundsProvider]. By default, [BoxFit.contain], [Alignment.center], and a [SetupPoseBounds] provider
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/// are used.
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///
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/// The widget can optionally by sized by the bounds provided by the [BoundsProvider] by passing `true` for [sizedByBounds].
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const SpineWidget.fromFile(this._atlasFile, this._skeletonFile, this._controller,
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{BoxFit? fit, Alignment? alignment, BoundsProvider? boundsProvider, bool? sizedByBounds, super.key})
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: _assetType = _AssetType.file,
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_bundle = null,
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_fit = fit ?? BoxFit.contain,
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_alignment = alignment ?? Alignment.center,
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_boundsProvider = boundsProvider ?? const SetupPoseBounds(),
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_sizedByBounds = sizedByBounds ?? false,
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_drawable = null;
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/// Constructs a new [SpineWidget] from HTTP URLs. The [_atlasFile] specifies the `.atlas` file to be loaded for the images used to render
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/// the skeleton. The [_skeletonFile] specifies either a Skeleton `.json` or `.skel` file containing the skeleton data.
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///
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/// After initialization is complete, the provided [_controller] is invoked as per the [SpineWidgetController] semantics, to allow
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/// modifying how the skeleton inside the widget is animated and rendered.
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///
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/// The skeleton is fitted and aligned inside the widget as per the [fit] and [alignment] arguments. For this purpose, the skeleton
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/// bounds must be computed via a [BoundsProvider]. By default, [BoxFit.contain], [Alignment.center], and a [SetupPoseBounds] provider
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/// are used.
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///
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/// The widget can optionally by sized by the bounds provided by the [BoundsProvider] by passing `true` for [sizedByBounds].
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const SpineWidget.fromHttp(this._atlasFile, this._skeletonFile, this._controller,
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{BoxFit? fit, Alignment? alignment, BoundsProvider? boundsProvider, bool? sizedByBounds, super.key})
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: _assetType = _AssetType.http,
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_bundle = null,
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_fit = fit ?? BoxFit.contain,
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_alignment = alignment ?? Alignment.center,
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_boundsProvider = boundsProvider ?? const SetupPoseBounds(),
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_sizedByBounds = sizedByBounds ?? false,
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_drawable = null;
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/// Constructs a new [SpineWidget] from a [SkeletonDrawable].
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///
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/// After initialization is complete, the provided [_controller] is invoked as per the [SpineWidgetController] semantics, to allow
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/// modifying how the skeleton inside the widget is animated and rendered.
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///
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/// The skeleton is fitted and aligned inside the widget as per the [fit] and [alignment] arguments. For this purpose, the skeleton
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/// bounds must be computed via a [BoundsProvider]. By default, [BoxFit.contain], [Alignment.center], and a [SetupPoseBounds] provider
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/// are used.
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///
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/// The widget can optionally by sized by the bounds provided by the [BoundsProvider] by passing `true` for [sizedByBounds].
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const SpineWidget.fromDrawable(this._drawable, this._controller,
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{BoxFit? fit, Alignment? alignment, BoundsProvider? boundsProvider, bool? sizedByBounds, super.key})
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: _assetType = _AssetType.drawable,
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_bundle = null,
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_fit = fit ?? BoxFit.contain,
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_alignment = alignment ?? Alignment.center,
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_boundsProvider = boundsProvider ?? const SetupPoseBounds(),
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_sizedByBounds = sizedByBounds ?? false,
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_skeletonFile = null,
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_atlasFile = null;
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@override
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State<SpineWidget> createState() => _SpineWidgetState();
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}
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class _SpineWidgetState extends State<SpineWidget> {
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late Bounds _computedBounds;
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SkeletonDrawable? _drawable;
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@override
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void initState() {
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super.initState();
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if (widget._assetType == _AssetType.drawable) {
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loadDrawable(widget._drawable!);
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} else {
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loadFromAsset(widget._bundle, widget._atlasFile!, widget._skeletonFile!, widget._assetType);
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}
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}
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@override
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void didUpdateWidget(covariant SpineWidget oldWidget) {
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super.didUpdateWidget(oldWidget);
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// Check if the skeleton/atlas data has changed. Only re-create
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// everything if it has, otherwise, keep using what's already been
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// loaded.
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bool hasChanged = true;
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if (oldWidget._assetType == widget._assetType) {
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if (oldWidget._assetType == _AssetType.drawable &&
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oldWidget._drawable == widget._drawable) {
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hasChanged = false;
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} else if (oldWidget._skeletonFile == widget._skeletonFile &&
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oldWidget._atlasFile == widget._atlasFile &&
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oldWidget._controller == widget._controller &&
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oldWidget._bundle == widget._bundle) {
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hasChanged = false;
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}
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}
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if (hasChanged) {
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widget._controller._drawable?.dispose();
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_drawable = null;
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if (widget._assetType == _AssetType.drawable) {
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loadDrawable(widget._drawable!);
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} else {
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loadFromAsset(widget._bundle, widget._atlasFile!, widget._skeletonFile!, widget._assetType);
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}
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}
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}
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void loadDrawable(SkeletonDrawable drawable) {
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_drawable = drawable;
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_computedBounds = widget._boundsProvider.computeBounds(drawable);
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widget._controller._initialize(drawable);
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setState(() {});
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}
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void loadFromAsset(AssetBundle? bundle, String atlasFile, String skeletonFile, _AssetType assetType) async {
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switch (assetType) {
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case _AssetType.asset:
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loadDrawable(await SkeletonDrawable.fromAsset(atlasFile, skeletonFile, bundle: bundle));
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break;
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case _AssetType.file:
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loadDrawable(await SkeletonDrawable.fromFile(atlasFile, skeletonFile));
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break;
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case _AssetType.http:
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loadDrawable(await SkeletonDrawable.fromHttp(atlasFile, skeletonFile));
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break;
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case _AssetType.drawable:
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throw Exception("Drawable can not be loaded via loadFromAsset().");
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}
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}
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@override
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Widget build(BuildContext context) {
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if (_drawable != null) {
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return _SpineRenderObjectWidget(
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_drawable!, widget._controller, widget._fit, widget._alignment, _computedBounds, widget._sizedByBounds);
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} else {
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return const SizedBox();
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}
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}
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@override
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void dispose() {
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super.dispose();
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widget._controller._drawable?.dispose();
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}
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}
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class _SpineRenderObjectWidget extends LeafRenderObjectWidget {
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final SkeletonDrawable _skeletonDrawable;
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final SpineWidgetController _controller;
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final BoxFit _fit;
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final Alignment _alignment;
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final Bounds _bounds;
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final bool _sizedByBounds;
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const _SpineRenderObjectWidget(this._skeletonDrawable, this._controller, this._fit, this._alignment, this._bounds, this._sizedByBounds);
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@override
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RenderObject createRenderObject(BuildContext context) {
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return _SpineRenderObject(_skeletonDrawable, _controller, _fit, _alignment, _bounds, _sizedByBounds);
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}
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@override
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void updateRenderObject(BuildContext context, covariant _SpineRenderObject renderObject) {
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renderObject.skeletonDrawable = _skeletonDrawable;
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renderObject.fit = _fit;
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renderObject.alignment = _alignment;
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renderObject.bounds = _bounds;
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renderObject.sizedByBounds = _sizedByBounds;
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}
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}
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class _SpineRenderObject extends RenderBox {
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SkeletonDrawable _skeletonDrawable;
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final SpineWidgetController _controller;
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double _deltaTime = 0;
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final Stopwatch _stopwatch = Stopwatch();
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BoxFit _fit;
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Alignment _alignment;
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Bounds _bounds;
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bool _sizedByBounds;
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bool _disposed = false;
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bool _firstUpdated = false;
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_SpineRenderObject(this._skeletonDrawable, this._controller, this._fit, this._alignment, this._bounds, this._sizedByBounds);
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set skeletonDrawable(SkeletonDrawable skeletonDrawable) {
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if (_skeletonDrawable == skeletonDrawable) return;
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_skeletonDrawable = skeletonDrawable;
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markNeedsLayout();
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markNeedsPaint();
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}
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BoxFit get fit => _fit;
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set fit(BoxFit fit) {
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if (fit != _fit) {
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_fit = fit;
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markNeedsLayout();
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markNeedsPaint();
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}
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}
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Alignment get alignment => _alignment;
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set alignment(Alignment alignment) {
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if (alignment != _alignment) {
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_alignment = alignment;
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markNeedsLayout();
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markNeedsPaint();
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}
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}
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Bounds get bounds => _bounds;
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set bounds(Bounds bounds) {
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if (bounds != _bounds) {
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_bounds = bounds;
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markNeedsLayout();
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markNeedsPaint();
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}
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}
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bool get sizedByBounds => _sizedByBounds;
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set sizedByBounds(bool sizedByBounds) {
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if (sizedByBounds != _sizedByBounds) {
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_sizedByBounds = _sizedByBounds;
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markNeedsLayout();
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markNeedsPaint();
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}
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}
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@override
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bool get sizedByParent => !_sizedByBounds;
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@override
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bool get isRepaintBoundary => true;
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@override
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bool hitTestSelf(Offset position) => true;
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@override
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double computeMinIntrinsicWidth(double height) {
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return _computeConstrainedSize(BoxConstraints.tightForFinite(height: height)).width;
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}
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@override
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double computeMaxIntrinsicWidth(double height) {
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return _computeConstrainedSize(BoxConstraints.tightForFinite(height: height)).width;
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}
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@override
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double computeMinIntrinsicHeight(double width) {
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return _computeConstrainedSize(BoxConstraints.tightForFinite(width: width)).height;
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}
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@override
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double computeMaxIntrinsicHeight(double width) {
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return _computeConstrainedSize(BoxConstraints.tightForFinite(width: width)).height;
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}
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// Called when not sizedByParent, uses the intrinsic width/height for sizing, while trying to retain aspect ratio.
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@override
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void performLayout() {
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if (!sizedByParent) size = _computeConstrainedSize(constraints);
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}
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// Called when sizedByParent, we want to go as big as possible.
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@override
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void performResize() {
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size = constraints.biggest;
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}
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Size _computeConstrainedSize(BoxConstraints constraints) {
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return sizedByParent
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? constraints.smallest
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: constraints.constrainSizeAndAttemptToPreserveAspectRatio(Size(_bounds.width, _bounds.height));
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}
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@override
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void attach(rendering.PipelineOwner owner) {
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super.attach(owner);
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_stopwatch.start();
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SchedulerBinding.instance.scheduleFrameCallback(_beginFrame);
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_controller._setRenderObject(this);
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}
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@override
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void detach() {
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_stopwatch.stop();
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super.detach();
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_controller._setRenderObject(null);
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}
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@override
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void dispose() {
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|
super.dispose();
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|
_disposed = true;
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}
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void _scheduleFrame() {
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SchedulerBinding.instance.scheduleFrameCallback(_beginFrame);
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}
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|
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void _beginFrame(Duration duration) {
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|
if (_disposed) return;
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|
_deltaTime = _stopwatch.elapsedTicks / _stopwatch.frequency;
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_stopwatch.reset();
|
|
_stopwatch.start();
|
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if (_controller.isPlaying) {
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_controller.onBeforeUpdateWorldTransforms?.call(_controller);
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_skeletonDrawable.update(_deltaTime);
|
|
_controller.onAfterUpdateWorldTransforms?.call(_controller);
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markNeedsPaint();
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_scheduleFrame();
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}
|
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_firstUpdated = true;
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}
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|
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void _setCanvasTransform(Canvas canvas, Offset offset) {
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final double x = -_bounds.x - _bounds.width / 2.0 - (_alignment.x * _bounds.width / 2.0);
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final double y = -_bounds.y - _bounds.height / 2.0 - (_alignment.y * _bounds.height / 2.0);
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double scaleX = 1.0, scaleY = 1.0;
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|
|
switch (_fit) {
|
|
case BoxFit.fill:
|
|
scaleX = size.width / _bounds.width;
|
|
scaleY = size.height / _bounds.height;
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break;
|
|
case BoxFit.contain:
|
|
scaleX = scaleY = min(size.width / _bounds.width, size.height / _bounds.height);
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break;
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|
case BoxFit.cover:
|
|
scaleX = scaleY = max(size.width / _bounds.width, size.height / _bounds.height);
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break;
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|
case BoxFit.fitHeight:
|
|
scaleX = scaleY = size.height / _bounds.height;
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break;
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|
case BoxFit.fitWidth:
|
|
scaleX = scaleY = size.width / _bounds.width;
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|
break;
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|
case BoxFit.none:
|
|
scaleX = scaleY = 1.0;
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|
break;
|
|
case BoxFit.scaleDown:
|
|
final double scale = min(size.width / _bounds.width, size.height / _bounds.height);
|
|
scaleX = scaleY = scale < 1.0 ? scale : 1.0;
|
|
break;
|
|
}
|
|
|
|
var offsetX = offset.dx + size.width / 2.0 + (_alignment.x * size.width / 2.0);
|
|
var offsetY = offset.dy + size.height / 2.0 + (_alignment.y * size.height / 2.0);
|
|
canvas
|
|
..translate(offsetX, offsetY)
|
|
..scale(scaleX, scaleY)
|
|
..translate(x, y);
|
|
_controller._setCoordinateTransform(x + offsetX / scaleX, y + offsetY / scaleY, scaleX, scaleY);
|
|
}
|
|
|
|
@override
|
|
void paint(PaintingContext context, Offset offset) {
|
|
final Canvas canvas = context.canvas
|
|
..save()
|
|
..clipRect(offset & size);
|
|
|
|
canvas.save();
|
|
_setCanvasTransform(canvas, offset);
|
|
|
|
if (_firstUpdated) {
|
|
_controller.onBeforePaint?.call(_controller, canvas);
|
|
final commands = _skeletonDrawable.renderToCanvas(canvas);
|
|
_controller.onAfterPaint?.call(_controller, canvas, commands);
|
|
}
|
|
|
|
canvas.restore();
|
|
}
|
|
}
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