Mario Zechner 9b345068b6 feat(spine-ios): Update SpineiOS and Example to work with new SpineSwift generated bindings
- Remove AnimationStateWrapper (no longer needed with new SpineSwift API)
- Replace Spine.Generated+Extensions.swift with simplified SpineSwiftExtensions.swift
- Update SpineiOS to use SpineSwift API instead of direct SpineC calls
- Fix namespace conflicts (ContentMode → SpineContentMode, Alignment → SpineAlignment)
- Update texture mapping to use atlas page index from RenderCommand pointer
- Fix all Example app API calls to match new SpineSwift generated API:
  - setAnimationByName → setAnimation
  - addAnimationByName → addAnimation
  - slot.color → slot.appliedPose.color.set()
  - EventType enum cases instead of constants
  - Physics enum with qualified name to avoid conflicts
  - setSkin2() instead of property assignment
  - Array iteration using indices instead of for-in
  - bone.worldX → bone.appliedPose.worldX
- Update Objective-C imports from Spine to SpineiOS module

Note: SimpleAnimationViewController.m still needs updates for full ObjC compatibility
2025-08-26 17:35:31 +02:00

103 lines
3.8 KiB
Swift

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import SpineiOS
import SwiftUI
struct Physics: View {
@StateObject
var model = PhysicsModel()
var body: some View {
ZStack {
Color(red: 51 / 255, green: 51 / 255, blue: 51 / 255).ignoresSafeArea()
SpineView(
from: .bundle(atlasFileName: "celestial-circus-pma.atlas", skeletonFileName: "celestial-circus-pro.skel"),
controller: model.controller
)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { gesture in
model.updateBonePosition(position: gesture.location)
}
)
}
.navigationTitle("Physics (drag anywhere)")
.navigationBarTitleDisplayMode(.inline)
}
}
#Preview {
Physics()
}
final class PhysicsModel: ObservableObject {
@Published
var controller: SpineController!
@Published
var mousePosition: CGPoint?
@Published
var lastMousePosition: CGPoint?
init() {
controller = SpineController(
onInitialized: { controller in
controller.animationState.setAnimation(0, "eyeblink", true)
controller.animationState.setAnimation(1, "wings-and-feet", true)
},
onAfterUpdateWorldTransforms: {
[weak self] controller in
guard let self else { return }
guard let lastMousePosition else {
self.lastMousePosition = mousePosition
return
}
guard let mousePosition else {
return
}
let dx = mousePosition.x - lastMousePosition.x
let dy = mousePosition.y - lastMousePosition.y
let positionX = controller.skeleton.x + Float(dx)
let positionY = controller.skeleton.y + Float(dy)
controller.skeleton.setPosition(positionX, positionY)
self.lastMousePosition = mousePosition
}
)
}
func updateBonePosition(position: CGPoint) {
mousePosition = controller.toSkeletonCoordinates(position: position)
}
}