Denis Andrašec 0d5c3e3b18
Spine iOS (#2504)
* 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
2024-06-18 10:02:25 +02:00

130 lines
4.1 KiB
Swift

import SwiftUI
import Spine
import SpineCppLite
struct DressUp: View {
@StateObject
var model = DressUpModel()
var body: some View {
HStack(spacing: 0) {
List {
ForEach(model.skinImages.keys.sorted(), id: \.self) { skinName in
let rawImageData = model.skinImages[skinName]!
Button(action: { model.toggleSkin(skinName: skinName) }) {
Image(uiImage: UIImage(cgImage: rawImageData))
.resizable()
.scaledToFit()
.frame(width: model.thumbnailSize.width, height: model.thumbnailSize.height)
.grayscale(model.selectedSkins[skinName] == true ? 0.0 : 1.0)
}
}
}
.listStyle(.plain)
Divider()
if let drawable = model.drawable {
SpineView(
from: .drawable(drawable),
controller: model.controller,
boundsProvider: SkinAndAnimationBounds(skins: ["full-skins/girl"])
)
} else {
Spacer()
}
}
.navigationTitle("Dress Up")
.navigationBarTitleDisplayMode(.inline)
}
}
#Preview {
DressUp()
}
final class DressUpModel: ObservableObject {
let thumbnailSize = CGSize(width: 200, height: 200)
@Published
var controller: SpineController
@Published
var drawable: SkeletonDrawableWrapper?
@Published
var skinImages = [String: CGImage]()
@Published
var selectedSkins = [String: Bool]()
private var customSkin: Skin?
init() {
controller = SpineController(
onInitialized: { controller in
controller.animationState.setAnimationByName(
trackIndex: 0,
animationName: "dance",
loop: true
)
},
disposeDrawableOnDeInit: false
)
Task.detached(priority: .high) {
let drawable = try await SkeletonDrawableWrapper.fromBundle(
atlasFileName: "mix-and-match.atlas",
skeletonFileName: "mix-and-match-pro.skel"
)
try await MainActor.run {
for skin in drawable.skeletonData.skins {
if skin.name == "default" { continue }
let skeleton = drawable.skeleton
skeleton.skin = skin
skeleton.setToSetupPose()
skeleton.update(delta: 0)
skeleton.updateWorldTransform(physics: SPINE_PHYSICS_UPDATE)
try skin.name.flatMap { skinName in
self.skinImages[skinName] = try drawable.renderToImage(
size: self.thumbnailSize,
backgroundColor: .white,
scaleFactor: UIScreen.main.scale
)
self.selectedSkins[skinName] = false
}
}
self.toggleSkin(skinName: "full-skins/girl", drawable: drawable)
self.drawable = drawable
}
}
}
deinit {
drawable?.dispose()
customSkin?.dispose()
}
func toggleSkin(skinName: String) {
if let drawable {
toggleSkin(skinName: skinName, drawable: drawable)
}
}
func toggleSkin(skinName: String, drawable: SkeletonDrawableWrapper) {
selectedSkins[skinName] = !(selectedSkins[skinName] ?? false)
customSkin?.dispose()
customSkin = Skin.create(name: "custom-skin")
for skinName in selectedSkins.keys {
if selectedSkins[skinName] == true {
if let skin = drawable.skeletonData.findSkin(name: skinName) {
customSkin?.addSkin(other: skin)
}
}
}
drawable.skeleton.skin = customSkin
drawable.skeleton.setToSetupPose()
}
}