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@zhobo63/zlui-ts-spine

v0.1.1

Published

zlSpine is a spine plugin of zlui-ts.

Readme

zlui-ts-spine README

Brief of zlUISpine.ts

zlUISpine.ts extends the zlui-ts library by integrating the Spine 2D animation runtime, allowing zlui-ts applications to display and control Spine animations.

Key Features and Extensions:

  1. Spine Integration:

    • It imports Spine 3.8 runtime components (SPINE38) for handling skeleton data, animation states, and rendering.
    • Introduces zlUISpine class which inherits from zlUIWin (the base zlui-ts UI component), making Spine animations behave like any other UI element.
  2. Spine Animation Loading and Control:

    • spine <atlas_name> <skeleton_name>: This is a new parsing command for zlUISpine components. It loads a Spine atlas (.atlas file) and skeleton data (.json or .skel file) for the animation.
    • ani <animation_name>: Plays a specified animation from the loaded Spine data.
    • xy <x> <y>: Sets the position of the Spine skeleton within its UI component bounds.
    • premultipliedalpha <bool>: Controls whether premultiplied alpha is used for rendering the Spine animation.
  3. Rendering Backend Extension:

    • It extends the BackendImGui (an zlui-ts backend) with a PaintSpine class. This class is responsible for drawing Spine animations directly within the ImGui rendering context.
    • It uses SPINE38.SkeletonRenderer and SPINE38.PolygonBatcher to render the Spine skeletons.
    • Includes logic for drawing individual bones for debugging purposes (if draw_bone is enabled in PaintSpine).
  4. Asset Management:

    • A Renderer class, inheriting from SPINE38.AssetManager, is introduced to handle loading Spine assets (atlas, skeleton files). It includes Load and Wait methods for asynchronous loading.
    • Renderer.Register statically registers the zlUISpine component with the zlUIMgr (UI Manager) and hooks into the zlui-ts rendering pipeline.
  5. Coordinate Transformation:

    • Provides helper functions like toImVec2 and toMat4 to convert zlui-ts's Vec2 and Transform objects to Spine's ImGui.Vec2 and SPINE38.Matrix4 formats, ensuring correct positioning and scaling of Spine animations within the zlui-ts UI.

In essence, zlUISpine.ts acts as a bridge, allowing zlui-ts to render complex 2D Spine animations as native UI elements, managed by the existing zlui-ts layout and event system.

Example

Initialize

this.ui=new UIMgr;
this.ui.backend=new BackendImGui(ImGui.GetBackgroundDrawList());
SPINE.Renderer.Register(this.ui, 'assets/');

Loading

Object Spine
{
    Name spineboy
    RectWH 250 895 0 0
    Spine spineboy-pma.atlas spineboy-pro.skel
    Ani walk
}