Mario Zechner 9b345068b6 feat(spine-ios): Update SpineiOS and Example to work with new SpineSwift generated bindings
- Remove AnimationStateWrapper (no longer needed with new SpineSwift API)
- Replace Spine.Generated+Extensions.swift with simplified SpineSwiftExtensions.swift
- Update SpineiOS to use SpineSwift API instead of direct SpineC calls
- Fix namespace conflicts (ContentMode → SpineContentMode, Alignment → SpineAlignment)
- Update texture mapping to use atlas page index from RenderCommand pointer
- Fix all Example app API calls to match new SpineSwift generated API:
  - setAnimationByName → setAnimation
  - addAnimationByName → addAnimation
  - slot.color → slot.appliedPose.color.set()
  - EventType enum cases instead of constants
  - Physics enum with qualified name to avoid conflicts
  - setSkin2() instead of property assignment
  - Array iteration using indices instead of for-in
  - bone.worldX → bone.appliedPose.worldX
- Update Objective-C imports from Spine to SpineiOS module

Note: SimpleAnimationViewController.m still needs updates for full ObjC compatibility
2025-08-26 17:35:31 +02:00

105 lines
3.8 KiB
Swift

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import SpineiOS
import SwiftUI
struct DebugRendering: View {
@StateObject
var model = DebugRenderingModel()
var body: some View {
ZStack {
Color.red.ignoresSafeArea()
SpineView(
from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"),
controller: model.controller,
mode: .fit,
alignment: .center
)
ForEach(model.boneRects, id: \.id) { boneLocation in
Rectangle()
.fill(.blue)
.offset(x: boneLocation.x, y: boneLocation.y)
.frame(width: boneLocation.width, height: boneLocation.height)
}
}
.navigationTitle("Debug Rendering")
.navigationBarTitleDisplayMode(.inline)
}
}
#Preview {
DebugRendering()
}
final class DebugRenderingModel: ObservableObject {
@Published
var controller: SpineController!
@Published
var boneRects = [BoneRect]()
init() {
controller = SpineController(
onInitialized: { controller in
controller.animationState.setAnimation(0, "walk", true)
},
onAfterPaint: {
[weak self] controller in
guard let self else { return }
let bones = controller.drawable.skeleton.bones
boneRects = (0..<bones.count).compactMap { i -> BoneRect? in
guard let bone = bones[i] else { return nil }
let position = controller.fromSkeletonCoordinates(
position: CGPointMake(CGFloat(bone.appliedPose.worldX), CGFloat(bone.appliedPose.worldY))
)
return BoneRect(
id: UUID(),
x: position.x,
y: position.y,
width: 5,
height: 5
)
}
}
)
}
}
struct BoneRect: Hashable {
let id: UUID
let x: CGFloat
let y: CGFloat
let width: CGFloat
let height: CGFloat
}