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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
216 lines
8.4 KiB
Swift
216 lines
8.4 KiB
Swift
import Foundation
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import CoreGraphics
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import QuartzCore
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import UIKit
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public typealias SpineControllerCallback = (_ controller: SpineController) -> Void
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/// Controls how the skeleton of a ``SpineUIView`` is animated and rendered.
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///
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/// Upon initialization of a ``SpineUIView`` 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 ``SpineUIView`` 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/updateWorldTransform(physics:)``. 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 ``SpineUIView`` the optional `onBeforePaint` is called,
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/// which allows rendering backgrounds or other objects that should go behind the skeleton in your view hierarchy. The
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/// ``SpineUIView`` then renderes the skeleton's current pose, and finally calls the optional `onAfterPaint`, after which you
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/// can render additional objects on top of the skeleton in your view hierarchy.
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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 ``SpineUIView`` and its data have been initialized and have not been disposed yet.
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///
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/// By default, the view 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` property
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/// reports the current state.
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///
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/// Per default, ``SkeletonDrawableWrapper`` is disposed when ``SpineController`` is deinitialized. You can disable this behaviour with the ``disposeDrawableOnDeInit`` contructor parameter.
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@objcMembers
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public final class SpineController: NSObject, ObservableObject {
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public internal(set) var drawable: SkeletonDrawableWrapper!
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private let onInitialized: SpineControllerCallback?
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private let onBeforeUpdateWorldTransforms: SpineControllerCallback?
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private let onAfterUpdateWorldTransforms: SpineControllerCallback?
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private let onBeforePaint: SpineControllerCallback?
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private let onAfterPaint: SpineControllerCallback?
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private let disposeDrawableOnDeInit: Bool
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private var scaleX: CGFloat = 1
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private var scaleY: CGFloat = 1
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private var offsetX: CGFloat = 0
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private var offsetY: CGFloat = 0
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@Published
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public private(set) var isPlaying: Bool = true
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@Published
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public private(set) var viewSize: CGSize = .zero
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/// Constructs a new ``SpineUIview`` controller. See the class documentation of ``SpineWidgetController`` for information on
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/// the optional arguments.
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public init(
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onInitialized: SpineControllerCallback? = nil,
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onBeforeUpdateWorldTransforms: SpineControllerCallback? = nil,
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onAfterUpdateWorldTransforms: SpineControllerCallback? = nil,
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onBeforePaint: SpineControllerCallback? = nil,
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onAfterPaint: SpineControllerCallback? = nil,
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disposeDrawableOnDeInit: Bool = true
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) {
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self.onInitialized = onInitialized
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self.onBeforeUpdateWorldTransforms = onBeforeUpdateWorldTransforms
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self.onAfterUpdateWorldTransforms = onAfterUpdateWorldTransforms
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self.onBeforePaint = onBeforePaint
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self.onAfterPaint = onAfterPaint
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self.disposeDrawableOnDeInit = disposeDrawableOnDeInit
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super.init()
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}
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deinit {
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if disposeDrawableOnDeInit {
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drawable?.dispose() // TODO move drawable out of view?
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}
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}
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/// The ``Atlas`` from which images to render the skeleton are sourced.
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public var atlas: Atlas {
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drawable.atlas
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}
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/// The setup-pose data used by the skeleton.
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public var skeletonData: SkeletonData {
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drawable.skeletonData
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}
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/// The ``Skeleton``
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public var skeleton: Skeleton {
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drawable.skeleton
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}
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/// The mixing information used by the ``AnimationState``
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public var animationStateData: AnimationStateData {
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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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public var animationState: AnimationState {
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drawable.animationState
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}
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/// The ``AnimationStateWrapper`` used to hold ``AnimationState``, register ``AnimationStateListener`` and call ``AnimationStateWrapper/update(delta:)``
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public var animationStateWrapper: AnimationStateWrapper {
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drawable.animationStateWrapper
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}
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/// Transforms the coordinates given in the ``SpineUIView`` coordinate system in `position` to
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/// the skeleton coordinate system. See the `IKFollowing.swift` example how to use this
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/// to move a bone based on user touch input.
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public func toSkeletonCoordinates(position: CGPoint) -> CGPoint {
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let x = position.x;
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let y = position.y;
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return CGPoint(
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x: (x - viewSize.width / 2) / scaleX - offsetX,
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y: (y - viewSize.height / 2) / scaleY - offsetY
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)
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}
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/// Transforms the coordinates given in skeleton coordinate system to
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/// the the ``SpineUIView`` coordinates. See the `DebugRendering.swift` example hot to use this to draw rectangles over skeleton bones for debugging purposes.
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public func fromSkeletonCoordinates(position: CGPoint) -> CGPoint {
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let x = position.x;
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let y = position.y;
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return CGPoint(
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x: (x + offsetX) * scaleX,
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y: (y + offsetY) * scaleY
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)
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}
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/// Pauses updating and rendering the skeleton.
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public func 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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public func resume() {
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isPlaying = true
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}
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internal func load(atlasFile: String, skeletonFile: String, bundle: Bundle = .main) async throws {
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let atlasAndPages = try await Atlas.fromBundle(atlasFile, bundle: bundle)
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let skeletonData = try await SkeletonData.fromBundle(
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atlas: atlasAndPages.0,
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skeletonFileName: skeletonFile,
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bundle: bundle
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)
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try await MainActor.run {
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let skeletonDrawableWrapper = try SkeletonDrawableWrapper(
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atlas: atlasAndPages.0,
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atlasPages: atlasAndPages.1,
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skeletonData: skeletonData
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)
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self.drawable = skeletonDrawableWrapper
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}
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}
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internal func initialize() {
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onInitialized?(self)
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}
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}
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extension SpineController: SpineRendererDelegate {
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func spineRendererWillDraw(_ spineRenderer: SpineRenderer) {
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onBeforePaint?(self)
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}
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func spineRendererDidDraw(_ spineRenderer: SpineRenderer) {
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onAfterPaint?(self)
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}
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func spineRendererDidUpdate(_ spineRenderer: SpineRenderer, scaleX: CGFloat, scaleY: CGFloat, offsetX: CGFloat, offsetY: CGFloat, size: CGSize) {
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self.scaleX = scaleX
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self.scaleY = scaleY
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self.offsetX = offsetX
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self.offsetY = offsetY
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self.viewSize = size
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}
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}
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extension SpineController: SpineRendererDataSource {
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func spineRendererWillUpdate(_ spineRenderer: SpineRenderer) {
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onBeforeUpdateWorldTransforms?(self)
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}
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func spineRendererDidUpdate(_ spineRenderer: SpineRenderer) {
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onAfterUpdateWorldTransforms?(self)
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}
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func spineRenderer(_ spineRenderer: SpineRenderer, needsUpdate delta: TimeInterval) {
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drawable?.update(delta: Float(delta))
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}
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func isPlaying(_ spineRenderer: SpineRenderer) -> Bool {
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return isPlaying
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}
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func skeletonDrawable(_ spineRenderer: SpineRenderer) -> SkeletonDrawableWrapper {
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return drawable
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}
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func renderCommands(_ spineRenderer: SpineRenderer) -> [RenderCommand] {
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return drawable?.skeletonDrawable.render() ?? []
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}
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}
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