Mario Zechner cc43fd549b feat(spine-ios): Implement SpineSwift high-level API mirroring spine_dart.dart
- Created SkeletonDrawable class wrapping spine_skeleton_drawable C functions
- Implemented AnimationStateEventManager singleton for event listener management
- Added helper types: Bounds and Vector structs
- Added extensions for Skeleton (bounds, getPosition)
- Added extensions for Skin (getEntries to iterate attachments)
- Added extensions for BonePose (coordinate transformations)
- Added extensions for AnimationState and TrackEntry (event listeners)
- Created skeleton_drawable_test_swift.swift using SpineSwift high-level API
- Updated test Package.swift to include SpineSwift dependency
- SpineSwift module now compiles with 0 errors

This completes the port of the high-level API from spine-flutter's spine_dart.dart
to SpineSwift, providing a clean Swift API that mirrors the Dart implementation.
2025-08-11 20:17:17 +02:00

75 lines
3.8 KiB
Swift

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import Foundation
import SpineC
// MARK: - BonePose Extensions
extension BonePose {
/// Transform world coordinates to local coordinates
public func worldToLocal(worldX: Float, worldY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_world_to_local_v(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
worldX, worldY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
/// Transform local coordinates to world coordinates
public func localToWorld(localX: Float, localY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_local_to_world_v(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
localX, localY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
/// Transform world coordinates to parent coordinates
public func worldToParent(worldX: Float, worldY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_world_to_parent_v(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
worldX, worldY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
/// Transform parent coordinates to world coordinates
public func parentToWorld(parentX: Float, parentY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_parent_to_world_v(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
parentX, parentY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
}