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https://github.com/EsotericSoftware/spine-runtimes.git
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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
77 lines
2.1 KiB
Swift
77 lines
2.1 KiB
Swift
import SwiftUI
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import Spine
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struct DebugRendering: View {
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@StateObject
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var model = DebugRenderingModel()
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var body: some View {
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ZStack {
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Color.red.ignoresSafeArea()
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SpineView(
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from: .bundle(atlasFileName: "spineboy.atlas", skeletonFileName: "spineboy-pro.skel"),
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controller: model.controller,
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mode: .fit,
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alignment: .center
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)
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ForEach(model.boneRects, id: \.id) { boneLocation in
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Rectangle()
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.fill(.blue)
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.offset(x: boneLocation.x, y: boneLocation.y)
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.frame(width: boneLocation.width, height: boneLocation.height)
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}
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}
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.navigationTitle("Debug Rendering")
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.navigationBarTitleDisplayMode(.inline)
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}
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}
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#Preview {
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DebugRendering()
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}
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final class DebugRenderingModel: ObservableObject {
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@Published
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var controller: SpineController!
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@Published
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var boneRects = [BoneRect]()
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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: "walk",
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loop: true
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)
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},
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onAfterPaint: {
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[weak self] controller in guard let self else { return }
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boneRects = controller.drawable.skeleton.bones.map { bone in
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let position = controller.fromSkeletonCoordinates(
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position: CGPointMake(CGFloat(bone.worldX), CGFloat(bone.worldY))
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)
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return BoneRect(
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id: UUID(),
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x: position.x,
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y: position.y,
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width: 5,
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height: 5
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)
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}
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}
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)
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}
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}
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struct BoneRect: Hashable {
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let id: UUID
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let x: CGFloat
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let y: CGFloat
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let width: CGFloat
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let height: CGFloat
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}
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