/// /// Spine Runtimes License Agreement /// Last updated July 28, 2023. Replaces all prior versions. /// /// Copyright (c) 2013-2023, Esoteric Software LLC /// /// Integration of the Spine Runtimes into software or otherwise creating /// derivative works of the Spine Runtimes is permitted under the terms and /// conditions of Section 2 of the Spine Editor License Agreement: /// http://esotericsoftware.com/spine-editor-license /// /// Otherwise, it is permitted to integrate the Spine Runtimes into software or /// otherwise create derivative works of the Spine Runtimes (collectively, /// "Products"), provided that each user of the Products must obtain their own /// Spine Editor license and redistribution of the Products in any form must /// include this license and copyright notice. /// /// THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY /// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED /// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE /// DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY /// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES /// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, /// BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND /// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT /// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE /// SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. /// import 'package:spine_flutter/spine_flutter.dart'; import 'package:flutter/material.dart'; class DebugRendering extends StatelessWidget { const DebugRendering({Key? key}) : super(key: key); @override Widget build(BuildContext context) { reportLeaks(); const debugRenderer = DebugRenderer(); final controller = SpineWidgetController(onInitialized: (controller) { controller.animationState.setAnimationByName(0, "walk", true); }, onBeforePaint: (controller, canvas) { // Save the current transform and other canvas state canvas.save(); // Get the current canvas transform an invert it, so we can work in the // canvas coordinate system. final currentMatrix = canvas.getTransform(); final invertedMatrix = Matrix4.tryInvert(Matrix4.fromFloat64List(currentMatrix)); if (invertedMatrix != null) { canvas.transform(invertedMatrix.storage); } // Draw something. final Paint paint = Paint() ..color = Colors.black ..strokeWidth = 2.0; canvas.drawLine( Offset(0, 0), Offset(canvas.getLocalClipBounds().width, canvas.getLocalClipBounds().height), paint, ); // Restore the old transform and canvas state canvas.restore(); }, onAfterPaint: (controller, canvas, commands) { debugRenderer.render(controller.drawable, canvas, commands); }); return Scaffold( appBar: AppBar(title: const Text('Debug Renderer')), body: SpineWidget.fromAsset("assets/spineboy.atlas", "assets/spineboy-pro.skel", controller), ); } }