mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
159 lines
5.8 KiB
Swift
159 lines
5.8 KiB
Swift
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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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-pma.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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