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