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https://github.com/EsotericSoftware/spine-runtimes.git
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* 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
130 lines
4.1 KiB
Swift
130 lines
4.1 KiB
Swift
import SwiftUI
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import Spine
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import SpineCppLite
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struct DressUp: View {
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@StateObject
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var model = DressUpModel()
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var body: some View {
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HStack(spacing: 0) {
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List {
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ForEach(model.skinImages.keys.sorted(), id: \.self) { skinName in
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let rawImageData = model.skinImages[skinName]!
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Button(action: { model.toggleSkin(skinName: skinName) }) {
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Image(uiImage: UIImage(cgImage: rawImageData))
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.resizable()
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.scaledToFit()
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.frame(width: model.thumbnailSize.width, height: model.thumbnailSize.height)
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.grayscale(model.selectedSkins[skinName] == true ? 0.0 : 1.0)
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}
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}
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}
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.listStyle(.plain)
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Divider()
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if let drawable = model.drawable {
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SpineView(
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from: .drawable(drawable),
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controller: model.controller,
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boundsProvider: SkinAndAnimationBounds(skins: ["full-skins/girl"])
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)
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} else {
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Spacer()
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}
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}
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.navigationTitle("Dress Up")
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.navigationBarTitleDisplayMode(.inline)
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}
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}
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#Preview {
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DressUp()
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}
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final class DressUpModel: ObservableObject {
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let thumbnailSize = CGSize(width: 200, height: 200)
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@Published
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var controller: SpineController
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@Published
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var drawable: SkeletonDrawableWrapper?
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@Published
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var skinImages = [String: CGImage]()
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@Published
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var selectedSkins = [String: Bool]()
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private var customSkin: Skin?
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init() {
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controller = SpineController(
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onInitialized: { controller in
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controller.animationState.setAnimationByName(
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trackIndex: 0,
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animationName: "dance",
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loop: true
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)
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},
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disposeDrawableOnDeInit: false
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)
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Task.detached(priority: .high) {
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let drawable = try await SkeletonDrawableWrapper.fromBundle(
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atlasFileName: "mix-and-match.atlas",
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skeletonFileName: "mix-and-match-pro.skel"
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)
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try await MainActor.run {
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for skin in drawable.skeletonData.skins {
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if skin.name == "default" { continue }
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let skeleton = drawable.skeleton
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skeleton.skin = skin
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skeleton.setToSetupPose()
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skeleton.update(delta: 0)
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skeleton.updateWorldTransform(physics: SPINE_PHYSICS_UPDATE)
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try skin.name.flatMap { skinName in
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self.skinImages[skinName] = try drawable.renderToImage(
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size: self.thumbnailSize,
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backgroundColor: .white,
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scaleFactor: UIScreen.main.scale
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)
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self.selectedSkins[skinName] = false
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}
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}
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self.toggleSkin(skinName: "full-skins/girl", drawable: drawable)
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self.drawable = drawable
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}
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}
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}
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deinit {
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drawable?.dispose()
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customSkin?.dispose()
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}
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func toggleSkin(skinName: String) {
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if let drawable {
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toggleSkin(skinName: skinName, drawable: drawable)
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}
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}
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func toggleSkin(skinName: String, drawable: SkeletonDrawableWrapper) {
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selectedSkins[skinName] = !(selectedSkins[skinName] ?? false)
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customSkin?.dispose()
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customSkin = Skin.create(name: "custom-skin")
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for skinName in selectedSkins.keys {
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if selectedSkins[skinName] == true {
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if let skin = drawable.skeletonData.findSkin(name: skinName) {
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customSkin?.addSkin(other: skin)
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}
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}
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}
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drawable.skeleton.skin = customSkin
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drawable.skeleton.setToSetupPose()
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}
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}
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