spine-runtimes/spine-ios/Sources/Spine/AnimationStateWrapper.swift
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

71 lines
3.1 KiB
Swift

import Foundation
import SpineCppLite
public typealias AnimationStateListener = (_ type: EventType, _ entry: TrackEntry, _ event: Event?) -> Void
/// Wrapper class around ``AnimationState``. Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
/// multiple animations on top of each other (layering).
///
/// See [Applying Animations](http://esotericsoftware.com/spine-applying-animations/) in the Spine Runtimes Guide.
@objc(SpineAnimationStateWrapper)
@objcMembers
public final class AnimationStateWrapper: NSObject {
public let animationState: AnimationState
public let aninationStateEvents: AnimationStateEvents
private var trackEntryListeners = [spine_track_entry: AnimationStateListener]()
private var stateListener: AnimationStateListener?
public init(animationState: AnimationState, aninationStateEvents: AnimationStateEvents) {
self.animationState = animationState
self.aninationStateEvents = aninationStateEvents
super.init()
}
/// The listener for events generated by the provided ``TrackEntry``, or nil.
///
/// A track entry returned from ``AnimationState/setAnimation(trackIndex:animation:loop:)`` is already the current animation
/// for the track, so the track entry listener will not be called for ``EventType`` `SPINE_EVENT_TYPE_START`.
public func setTrackEntryListener(entry: TrackEntry, listener: AnimationStateListener?) {
if let listener {
trackEntryListeners[entry.wrappee] = listener
} else {
trackEntryListeners.removeValue(forKey: entry.wrappee)
}
}
/// Increments each track entry ``TrackEntry/trackTime``, setting queued animations as current if needed.
public func update(delta: Float) {
animationState.update(delta: delta)
let numEvents = spine_animation_state_events_get_num_events(aninationStateEvents.wrappee)
for i in 0..<numEvents {
let type = aninationStateEvents.getEventType(index: i)
let entry = aninationStateEvents.getTrackEntry(index: i)
let event = aninationStateEvents.getEvent(index: i)
if let trackEntryListener = trackEntryListeners[entry.wrappee] {
trackEntryListener(type, entry, event)
}
if let stateListener {
stateListener(type, entry, event)
}
if type == SPINE_EVENT_TYPE_DISPOSE {
spine_animation_state_dispose_track_entry(animationState.wrappee, entry.wrappee)
}
}
aninationStateEvents.reset()
}
/// The listener for events generated for all tracks managed by the ``AnimationState``, or nil.
///
/// A track entry returned from ``AnimationState/setAnimation(trackIndex:animation:loop:)`` is already the current animation
/// for the track, so the track entry listener will not be called for ``EventType`` `SPINE_EVENT_TYPE_START`.
public func setStateListener(_ stateListener: AnimationStateListener?) {
self.stateListener = stateListener
}
}