/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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 SwiftUI import Spine import SpineCppLite struct AnimationStateEvents: View { @StateObject var controller = SpineController( onInitialized: { controller in controller.skeleton.scaleX = 0.5 controller.skeleton.scaleY = 0.5 controller.skeleton.findSlot(slotName: "gun")?.setColor(r: 1, g: 0, b: 0, a: 1) controller.animationStateData.defaultMix = 0.2 let walk = controller.animationState.setAnimationByName(trackIndex: 0, animationName: "walk", loop: true) controller.animationStateWrapper.setTrackEntryListener(entry: walk) { type, entry, event in print("Walk animation event \(type)"); } controller.animationState.addAnimationByName(trackIndex: 0, animationName: "jump", loop: false, delay: 2) let run = controller.animationState.addAnimationByName(trackIndex: 0, animationName: "run", loop: true, delay: 0) controller.animationStateWrapper.setTrackEntryListener(entry: run) { type, entry, event in print("Run animation event \(type)"); } controller.animationStateWrapper.setStateListener { type, entry, event in if type == SPINE_EVENT_TYPE_EVENT, let event { print("User event: { name: \(event.data.name ?? "--"), intValue: \(event.intValue), floatValue: \(event.floatValue), stringValue: \(event.stringValue ?? "--") }") } } let current = controller.animationState.getCurrent(trackIndex: 0)?.animation.name ?? "--" print("Current: \(current)") } ) var body: some View { VStack { Text("See output in console!") SpineView( from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"), controller: controller ) } .navigationTitle("Animation State Listener") .navigationBarTitleDisplayMode(.inline) } } #Preview { AnimationStateEvents() }