mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
* update Swift inteface for more fine grained control - move instance method to static method which does not require spine cpp pointer - implement equality and hashing based on cpp pointer so that it can be stored in collection and compare it - expose Atlas image count property so that the user can load the atlas resource lazily - User can now Create Atlas by using Altas static function, and fetch whole resource path by iterating count of atlas page count * [iOS] fix wrong y-axis alignment
158 lines
5.4 KiB
Swift
158 lines
5.4 KiB
Swift
import Foundation
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import CoreGraphics
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/// Base class for bounds providers. A bounds provider calculates the axis aligned bounding box
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/// used to scale and fit a skeleton inside the bounds of a ``SpineUIView``.
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@objc(SpineBoundsProvider)
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public protocol BoundsProvider {
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func computeBounds(for drawable: SkeletonDrawableWrapper) -> CGRect
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}
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/// A ``BoundsProvider`` that calculates the bounding box of the skeleton based on the visible
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/// attachments in the setup pose.
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@objc(SpineSetupPoseBounds)
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@objcMembers
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public final class SetupPoseBounds: NSObject, BoundsProvider {
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public override init() {
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super.init()
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}
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public func computeBounds(for drawable: SkeletonDrawableWrapper) -> CGRect {
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return CGRect(bounds: drawable.skeleton.bounds)
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}
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}
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/// A ``BoundsProvider`` that returns fixed bounds.
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@objc(SpineRawBounds)
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@objcMembers
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public final class RawBounds: NSObject, BoundsProvider {
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public let x: Double
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public let y: Double
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public let width: Double
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public let height: Double
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public init(x: Double, y: Double, width: Double, height: Double) {
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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super.init()
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}
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public func computeBounds(for drawable: SkeletonDrawableWrapper) -> CGRect {
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return CGRectMake(CGFloat(x), CGFloat(y), CGFloat(width), CGFloat(height))
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}
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}
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/// A ``BoundsProvider`` that calculates the bounding box needed for a combination of skins
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/// and an animation.
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@objc(SpineSkinAndAnimationBounds)
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@objcMembers
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public final class SkinAndAnimationBounds: NSObject, BoundsProvider {
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private let animation: String?
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private let skins: [String]
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private let stepTime: TimeInterval;
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/// Constructs a new provider that will use the given `skins` and `animation` to calculate
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/// the bounding box of the skeleton. If no skins are given, the default skin is used.
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/// The `stepTime`, given in seconds, defines at what interval the bounds should be sampled
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/// across the entire animation.
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public init(animation: String? = nil, skins: [String]? = nil, stepTime: TimeInterval = 0.1) {
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self.animation = animation
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if let skins, !skins.isEmpty {
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self.skins = skins
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} else {
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self.skins = ["default"]
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}
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self.stepTime = stepTime
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super.init()
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}
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public func computeBounds(for drawable: SkeletonDrawableWrapper) -> CGRect {
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let data = drawable.skeletonData
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let oldSkin: Skin? = drawable.skeleton.skin
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let customSkin = Skin.create(name: "custom-skin")
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for skinName in skins {
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let skin = data.findSkin(name: skinName)
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if let skin = data.findSkin(name: skinName) {
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customSkin.addSkin(other: skin)
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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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let animation = animation.flatMap { data.findAnimation(name: $0) }
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var minX = Float.Magnitude.greatestFiniteMagnitude
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var minY = Float.Magnitude.greatestFiniteMagnitude
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var maxX = -Float.Magnitude.greatestFiniteMagnitude
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var maxY = -Float.Magnitude.greatestFiniteMagnitude
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if let animation {
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drawable.animationState.setAnimation(trackIndex: 0, animation: animation, loop: false)
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let steps = Int(max(Double(animation.duration) / stepTime, 1.0))
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for i in 0..<steps {
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drawable.update(delta: i > 0 ? Float(stepTime) : 0.0)
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let bounds = drawable.skeleton.bounds;
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minX = min(minX, bounds.x)
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minY = min(minY, bounds.y)
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maxX = max(maxX, minX + bounds.width)
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maxY = max(maxY, minY + bounds.height)
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}
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} else {
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let bounds = drawable.skeleton.bounds;
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minX = bounds.x
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minY = bounds.y
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maxX = minX + bounds.width
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maxY = minY + bounds.height
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}
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drawable.skeleton.setSkinByName(skinName: "default")
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drawable.animationState.clearTracks()
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if let oldSkin {
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drawable.skeleton.skin = oldSkin
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}
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drawable.skeleton.setToSetupPose()
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drawable.update(delta: 0)
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customSkin.dispose()
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return CGRectMake(CGFloat(minX), CGFloat(minY), CGFloat(maxX - minX), CGFloat(maxY - minY))
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}
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}
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/// How a view should be inscribed into another view.
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@objc
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public enum ContentMode: Int {
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case fit /// As large as possible while still containing the source view entirely within the target view.
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case fill /// Fill the target view by distorting the source's aspect ratio.
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}
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/// How a view should aligned withing another view.
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@objc
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public enum Alignment: Int {
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case topLeft
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case topCenter
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case topRight
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case centerLeft
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case center
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case centerRight
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case bottomLeft
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case bottomCenter
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case bottomRight
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internal var x: CGFloat {
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switch self {
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case .topLeft, .centerLeft, .bottomLeft: return -1.0
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case .topCenter, .center, .bottomCenter: return 0.0
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case .topRight, .centerRight, .bottomRight: return 1.0
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}
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}
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internal var y: CGFloat {
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switch self {
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case .topLeft, .topCenter, .topRight: return -1.0
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case .centerLeft, .center, .centerRight: return 0.0
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case .bottomLeft, .bottomCenter, .bottomRight: return 1.0
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}
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}
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}
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