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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
40 lines
1.7 KiB
Dart
40 lines
1.7 KiB
Dart
// ignore_for_file: avoid_print
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import 'package:spine_flutter/spine_flutter.dart';
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import 'package:flutter/material.dart';
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class AnimationStateEvents extends StatelessWidget {
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const AnimationStateEvents({Key? key}) : super(key: key);
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@override
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Widget build(BuildContext context) {
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reportLeaks();
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final controller = SpineWidgetController(onInitialized: (controller) {
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controller.skeleton.setScaleX(0.5);
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controller.skeleton.setScaleY(0.5);
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controller.skeleton.findSlot("gun")?.setColor(Color(1, 0, 0, 1));
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controller.animationStateData.setDefaultMix(0.2);
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controller.animationState.setAnimationByName(0, "walk", true).setListener((type, trackEntry, event) {
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print("Walk animation event $type");
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});
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controller.animationState.addAnimationByName(0, "jump", false, 2);
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controller.animationState.addAnimationByName(0, "run", true, 0).setListener((type, trackEntry, event) {
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print("Run animation event $type");
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});
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controller.animationState.setListener((type, trackEntry, event) {
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if (type == EventType.event) {
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print(
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"User event: { name: ${event?.getData().getName()}, intValue: ${event?.getIntValue()}, floatValue: ${event?.getFloatValue()}, stringValue: ${event?.getStringValue()} }");
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}
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});
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print("Current: ${controller.animationState.getCurrent(0)?.getAnimation().getName()}");
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});
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return Scaffold(
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appBar: AppBar(title: const Text('Animation State Listener')),
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body: Column(children: [
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const Text("See output in console!"),
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Expanded(child: SpineWidget.fromAsset("assets/spineboy.atlas", "assets/spineboy-pro.skel", controller))
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]));
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}
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}
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