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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
88 lines
3.3 KiB
Dart
88 lines
3.3 KiB
Dart
///
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/// Spine Runtimes License Agreement
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/// Last updated July 28, 2023. Replaces all prior versions.
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///
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/// Copyright (c) 2013-2023, 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 or
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/// 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 THE
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/// SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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///
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import 'package:spine_flutter/spine_flutter.dart';
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import 'package:flutter/material.dart';
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class PhysicsTest extends StatefulWidget {
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const PhysicsTest({Key? key}) : super(key: key);
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@override
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PhysicsState createState() => PhysicsState();
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}
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class PhysicsState extends State<PhysicsTest> {
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late SpineWidgetController controller;
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Offset? mousePosition;
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Offset? lastMousePosition;
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@override
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void initState() {
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super.initState();
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controller = SpineWidgetController(onInitialized: (controller) {
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controller.animationState.setAnimationByName(0, "eyeblink-long", true);
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controller.animationState.setAnimationByName(1, "wings-and-feet", true);
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}, onAfterUpdateWorldTransforms: (controller) {
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if (lastMousePosition == null) {
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lastMousePosition = mousePosition;
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return;
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}
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if (mousePosition == null) {
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return;
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}
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final dx = mousePosition!.dx - lastMousePosition!.dx;
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final dy = mousePosition!.dy - lastMousePosition!.dy;
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final position = controller.skeleton.getPosition();
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position.x += dx;
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position.y += dy;
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controller.skeleton.setPosition(position.x, position.y);
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lastMousePosition = mousePosition;
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});
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}
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void _updateBonePosition(Offset position) {
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mousePosition = controller.toSkeletonCoordinates(position);
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}
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@override
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Widget build(BuildContext context) {
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reportLeaks();
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return Scaffold(
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appBar: AppBar(title: const Text('Physics (drag anywhere)')),
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body: GestureDetector(
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onPanDown: (drag) => _updateBonePosition(drag.localPosition),
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onPanUpdate: (drag) => _updateBonePosition(drag.localPosition),
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child: SpineWidget.fromAsset("assets/celestial-circus.atlas", "assets/celestial-circus-pro.skel", controller),
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));
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}
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}
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