* [ts] poc wegl overlay * [ts] poc wegl overlay * canvas4 * overlay 4 * overlay * overlay fix scroll cut * Zoom fix - WIP horizontal scroll bug see comment at line 495 * Scroll should be resolved * web component * Loading * mostly work - when overflow top/bottom...are > 0, widgets slightly jump on up and down fast scroll. * Renamed * Add OffScreenUpdateBehaviour * Fixed loading spinner example * Translate is done each frame through requestAnimationFrame. * Added clip. * Removed SpineCanvasApp dependency. * Removed code duplication for clipping into div * Refactor drag logic. Drag works with clip too. * WIP - Doc before refactor * WIP - Refactor + animation and skin attribute change will reinit the widget * Modified export script to copy chibi * Fix zoom bug due to screen size remaining the same at different zoom level. * Removed useless changes on other classes. * Removed custom LoadingSpinnerWindget class. Added a new specific method in LoadingSpinner. * Fix 1 pixel misalignment in non clip mode. * Cleaned webcomponent example. * Made span fps display configurable. * Made some changes to make it work on old browsers. * Manage lifecycle for Input and SpineWebComponentOverlay. Missing SpineWebComponentWidget. * Managed lifecycle for SpineWebComponentWidget. * Fixed input remove listener. Run tsfmt. * Fixed infinite requestAnimationFrame calls. * Fix x-axis and y-axis not working in clip mode. * Fix widget using overlay before overlay webcomponent is fully upgraded. * Restore resize observer since the window resize event does not fire on body resize, but on window resize. It's supported by 93% of the browsers. * Add padding attributes/properties. * Exposed parameters to set bounds. Deeply changed how bounds work, especially for the fact that they are not auto recalculated anymore if the animation is changed (unless autoRecalculateBounds is set to true). * Changes to make the widget more dynamic while changing attributes. See now webcomponent-gui.html. * Initial support of spine-widget into scrollable containers, and overlay-id for multiple spine-overlay. working * WIP - Added/Changed: - overlay loading: now overlay is moved as the last element from where it is inserted to avoid widgets covered by backgrounds of html elements after it. - default overlayId - widget position in overlay coordinates (worldX, worldY) (experimental) - cursor position on widget world (cursorWorldX, cursorWorldY) (experimental) - jsonSkeletonKey: allow to load a specific skeleton in json containing multiple skeletons - onViewportManualStart: start the widget when in manual-start and enters the viewport the first time - overlayAssignedPromise: a promise that resolves when the overlay is assigned to the widget. Reads the comment on it - appendTo: to append the widget created using js and wait for the overlayAssignedPromise to resolve - changed how loadingPromise works - added cursorCanvasX, cursorCanvasY, cursorWorldX, cursorWorldY to overlay (experimental) * Docs and minor fixes. * Fixed example. * Allow multiple widgets for the same HTMLElement * Simplified clip to div by using scissor rather than changing viewport+camera. In this way we can treat coordinates equally for cliped and not clipped widgets! * Simplified drag calculation and drag debug removing an additional div. * WIP - Add interactivity events. isdraggable is currently broken. * Add interactivity events. * Fixed a bug where an infinite loop occurred in Firefox when compareDocumentPosition results in DOCUMENT_POSITION_DISCONNECTED. In both Chrome and Firefox, when an element is inside a webcomponent the comparison results in DOCUMENT_POSITION_DISCONNECTED. But in Firefox the element result in DOCUMENT_POSITION_FOLLOWING too, leading to an infinite loop. * Fix physicsTranslate y opposite direction while dragging. * Add followSlot method * Add animations, animations-bound and default-mix attributes. * Original event is passed to bounds and slot callbacks. * Made overlay canvas size consistent across different browsers. Base size is not anymore the screen size due to browser limitations, but the window size. This will trigger additional canvas resize on window resize. * Reduce DPI if canvas is too big to avoid page crash - this happen on webpage on mobile with high dpi and missing meta viewport tag with width=device-width. * Pma properties on atlas is used to detect pma textures. * Add rawData attribute to pass s stringified JSON object for inline base64 assets. * format * Prevent useless resize. * Prevent error on disconnected callback * Update tutorial. * Fixed multiple click events on mobile touches. Add team example. * Fixed slot interaction issue. * Resize overlay when follow slot element is added. * Add interactive widget example. * Temporarily add windmill only manually to webgl assets * Move getBounding in scrollable case. * formatter * Fixed overlay disconnectedCallback. * Overlay should load not for DOMContentLoaded event only if document has already complete loading. * Overlay parent bounding box determined only if necessary. * Overlay needs to consider border if it's scrollable. * Fixed issues with slot events on mobile. * food app and cleanup * Make overlayAssignedPromise private. * Change scrollable to appendedToBody, make it private and determine it at dom connect. * scrollable-tweak-off changed to no-auto-parent-transform. * Update bounds and slot interaction method names. * getHTMLElementReference to getHostElement. * recalculateBounds and autoRecalculateBounds to calculateBounds and autoCalculateBounds. * dpi to dpr and transform DPR to DevicePixelRatio when needed. Add @internal tag to internal fields. * Properties rename. * Better comments and variable names for canvas resize related stuff. * callbacks renamed consistently. * for each to for of. * Update other names. * onScreenManualStart to startWhenVisible. startWhenVisible set manualStart to true. * fix return to continue in for of. * Refcounter for asset manager and gl resources disposal for webcomponent. * Fixes to asset manager ref counter. * Add dispose example. * Fix overlay init not completed in some scenario. DOMContentLoaded is invoked only when document.readyState is interactive. * Cleaned up examples. * spinner to no-spinner. * Move webcomponent to spine-widget folder. * start won't reset bounds. * Remove test file. * Moved team example in its own page. * Improved tutorial explanations. * Moved some examples in their own pages. * Formatter. * Widgets dragged can be dragged even if host is offscreen. * General refactor. spine-widget to spine-skeleton. * spine-widget package renamed to spine-webcomponents. * Moved assets to a single assets folder. * Run formatter. * Add beta notice. * Changed widget occurrences to webcomponents.
Spine Runtimes
This GitHub project hosts the Spine Runtimes which are needed to use Spine 2D skeletal animation data with various game toolkits.
Licensing
You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.
You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own Spine license. Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library.
In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a Spine license at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license.
For the official legal terms governing the Spine Runtimes, please read the Spine Runtimes License Agreement and Section 2 of the Spine Editor License Agreement.
Documentation
See the Spine Runtimes Guide for detailed information about using the Spine Runtimes. The Spine documentation page provides further information about tools and data formats. For runtime specific documentation, refer to the README.md file in each runtime directory.
Bugs, enhancements, and tasks
Review our backlog of bugs, enhancements, and tasks in the spine-runtimes and spine-editor issue trackers. Our roadmap provides a more convenient view of the same issue tracker information.
Versioning
The default branch on GitHub is stable and works with data exported from the latest, non-beta version of the Spine editor. New development is done in an X.X-beta branch, which may be a work in progress. Important changes to the runtimes can be reviewed in the CHANGELOG.md file. Occasionally the Spine Runtimes are tagged with the specific Spine editor version they work with.
It is highly suggested to freeze the Spine editor version to match the Spine Runtimes source being used and to update them in lock step. See the Spine Runtimes Guide for more information.
Contributing
In order to merge your contributions, we need a signed contributor license agreement (CLA) from you. You can send a copy of the CLA to contact@esotericsoftware.com.
When possible, it is best to base your contributions on the current beta branch (X.X-beta). Please be sure to follow the style and formatting you find in the respective runtime code to which you are contributing.