DebugRendering.swift 3.8 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated April 5, 2025. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2025, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. import SwiftUI
  30. import Spine
  31. struct DebugRendering: View {
  32. @StateObject
  33. var model = DebugRenderingModel()
  34. var body: some View {
  35. ZStack {
  36. Color.red.ignoresSafeArea()
  37. SpineView(
  38. from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"),
  39. controller: model.controller,
  40. mode: .fit,
  41. alignment: .center
  42. )
  43. ForEach(model.boneRects, id: \.id) { boneLocation in
  44. Rectangle()
  45. .fill(.blue)
  46. .offset(x: boneLocation.x, y: boneLocation.y)
  47. .frame(width: boneLocation.width, height: boneLocation.height)
  48. }
  49. }
  50. .navigationTitle("Debug Rendering")
  51. .navigationBarTitleDisplayMode(.inline)
  52. }
  53. }
  54. #Preview {
  55. DebugRendering()
  56. }
  57. final class DebugRenderingModel: ObservableObject {
  58. @Published
  59. var controller: SpineController!
  60. @Published
  61. var boneRects = [BoneRect]()
  62. init() {
  63. controller = SpineController(
  64. onInitialized: { controller in
  65. controller.animationState.setAnimationByName(
  66. trackIndex: 0,
  67. animationName: "walk",
  68. loop: true
  69. )
  70. },
  71. onAfterPaint: {
  72. [weak self] controller in guard let self else { return }
  73. boneRects = controller.drawable.skeleton.bones.map { bone in
  74. let position = controller.fromSkeletonCoordinates(
  75. position: CGPointMake(CGFloat(bone.worldX), CGFloat(bone.worldY))
  76. )
  77. return BoneRect(
  78. id: UUID(),
  79. x: position.x,
  80. y: position.y,
  81. width: 5,
  82. height: 5
  83. )
  84. }
  85. }
  86. )
  87. }
  88. }
  89. struct BoneRect: Hashable {
  90. let id: UUID
  91. let x: CGFloat
  92. let y: CGFloat
  93. let width: CGFloat
  94. let height: CGFloat
  95. }