Denis Andrašec 0d5c3e3b18
Spine iOS (#2504)
* Add `spine-iOS` SPM package & example app (#1)

* Basic Mesh Rendering (#2)

* Spine C++ Swift Wrapper (#3)

* Load `Atlas` & `SkeletonData` (#4)

Load & dispose `Atlas` & `SkeletonData` from bundled files.

* Generate Swift classes from `spine-cpp-lite.h` (#5)

* Draw `SkeletonData` render commands (#6)

- Use `SkeletonData` render commands in the renderer
- Simple loop for animation support

* Add `BoundsProvider` (#7)

- Implement & support `BoundsProvider` classes
- Introduce alignment and content mode
- Update c to swift script to return optional for find prefixed methods

* Support `SpineController` & `Event` callbacks (#8)

- Support SpineController callbacks
- Support Event callbacks
- Apply tint color in renderer

* Support `DressUp` sample (#9)

- Add `DressUp` sample
- Move SpineViewController to SpineUIView
- Implement SpineUIView export to image

* Remove unused file

* Add `Physics` sample (#10)

- Add `Physics` sample
- Fix offsets in `IKFollowing` sample
- Fix `SpineView` background color

* Add `DebugRendering` sample (#11)

- Add `DebugRendering` sample
- Make `SpineUIView` transparent

* Move remaining files to SPM package (#12)

- Move remaining files to SPM package
- Rename `SpineWrapper` to `SpineCppLite`

* Load assets from different sources (#13)

- Load from bundle, file, http & drawable
- Apply correct blend mode & pma in renderer

* Add `Obj-C` + `UIKit` sample (#14)

- Add `Obj-C` + `UIKit` sample
- Update `Spine` to be usable in Obj-C code base

* Support CocoaPods (#15)

* Metal Best Practices (#16)

- Tripple Buffering
- Buffer Bindings
- Shared Objects

* Annotate functions that should return optional (#17)

* Add option to disable drawing when out of viewport (#18)

- Add option to disable drawing when out of viewport
- Move update clock to controller so multiple views can share it

* Add docs for public Spine classes/methods (#19)

* Fix various regressions (#20)

- Fix retain `SpineController` retain cycle
- Fix issue wehre images were not rendered
2024-06-18 10:02:25 +02:00

77 lines
2.1 KiB
Swift

import SwiftUI
import Spine
struct DebugRendering: View {
@StateObject
var model = DebugRenderingModel()
var body: some View {
ZStack {
Color.red.ignoresSafeArea()
SpineView(
from: .bundle(atlasFileName: "spineboy.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
}