/******************************************************************************
* 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.
*****************************************************************************/
using System;
using System.Collections;
using System.Collections.Generic;
namespace Spine {
/// Stores attachments by slot index and attachment name.
/// See SkeletonData , Skeleton , and
/// Runtime skins in the Spine Runtimes Guide.
///
public class Skin {
internal string name;
// Difference to reference implementation: using Dictionary instead of HashSet.
// Reason is that there is no efficient way to replace or access an already added element, losing any benefits.
private Dictionary attachments = new Dictionary(SkinKeyComparer.Instance);
internal readonly ExposedList bones = new ExposedList();
internal readonly ExposedList constraints = new ExposedList();
public string Name { get { return name; } }
/// Returns all attachments contained in this skin.
public ICollection Attachments { get { return attachments.Values; } }
public ExposedList Bones { get { return bones; } }
public ExposedList Constraints { get { return constraints; } }
public Skin (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
/// Adds an attachment to the skin for the specified slot index and name.
/// If the name already exists for the slot, the previous value is replaced.
public void SetAttachment (int slotIndex, string name, Attachment attachment) {
if (attachment == null) throw new ArgumentNullException("attachment", "attachment cannot be null.");
attachments[new SkinKey(slotIndex, name)] = new SkinEntry(slotIndex, name, attachment);
}
/// Adds all attachments, bones, and constraints from the specified skin to this skin.
public void AddSkin (Skin skin) {
foreach (BoneData data in skin.bones)
if (!bones.Contains(data)) bones.Add(data);
foreach (ConstraintData data in skin.constraints)
if (!constraints.Contains(data)) constraints.Add(data);
foreach (KeyValuePair item in skin.attachments) {
SkinEntry entry = item.Value;
SetAttachment(entry.slotIndex, entry.name, entry.attachment);
}
}
/// Adds all attachments from the specified skin to this skin. Attachments are deep copied.
public void CopySkin (Skin skin) {
foreach (BoneData data in skin.bones)
if (!bones.Contains(data)) bones.Add(data);
foreach (ConstraintData data in skin.constraints)
if (!constraints.Contains(data)) constraints.Add(data);
foreach (KeyValuePair item in skin.attachments) {
SkinEntry entry = item.Value;
if (entry.attachment is MeshAttachment) {
SetAttachment(entry.slotIndex, entry.name,
entry.attachment != null ? ((MeshAttachment)entry.attachment).NewLinkedMesh() : null);
} else
SetAttachment(entry.slotIndex, entry.name, entry.attachment != null ? entry.attachment.Copy() : null);
}
}
/// Returns the attachment for the specified slot index and name, or null.
/// May be null.
public Attachment GetAttachment (int slotIndex, string name) {
SkinEntry entry;
bool containsKey = attachments.TryGetValue(new SkinKey(slotIndex, name), out entry);
return containsKey ? entry.attachment : null;
}
/// Removes the attachment in the skin for the specified slot index and name, if any.
public void RemoveAttachment (int slotIndex, string name) {
attachments.Remove(new SkinKey(slotIndex, name));
}
/// Returns all attachments in this skin for the specified slot index.
/// The target slotIndex. To find the slot index, use and .
public void GetAttachments (int slotIndex, List attachments) {
if (slotIndex < 0) throw new ArgumentException("slotIndex must be >= 0.");
if (attachments == null) throw new ArgumentNullException("attachments", "attachments cannot be null.");
foreach (KeyValuePair item in this.attachments) {
SkinEntry entry = item.Value;
if (entry.slotIndex == slotIndex) attachments.Add(entry);
}
}
/// Clears all attachments, bones, and constraints.
public void Clear () {
attachments.Clear();
bones.Clear();
constraints.Clear();
}
override public string ToString () {
return name;
}
/// Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.
internal void AttachAll (Skeleton skeleton, Skin oldSkin) {
Slot[] slots = skeleton.slots.Items;
foreach (KeyValuePair item in oldSkin.attachments) {
SkinEntry entry = item.Value;
int slotIndex = entry.slotIndex;
Slot slot = slots[slotIndex];
if (slot.Attachment == entry.attachment) {
Attachment attachment = GetAttachment(slotIndex, entry.name);
if (attachment != null) slot.Attachment = attachment;
}
}
}
/// Stores an entry in the skin consisting of the slot index, name, and attachment.
public struct SkinEntry {
internal readonly int slotIndex;
internal readonly string name;
internal readonly Attachment attachment;
public SkinEntry (int slotIndex, string name, Attachment attachment) {
this.slotIndex = slotIndex;
this.name = name;
this.attachment = attachment;
}
public int SlotIndex {
get {
return slotIndex;
}
}
/// The name the attachment is associated with, equivalent to the skin placeholder name in the Spine editor.
public String Name {
get {
return name;
}
}
public Attachment Attachment {
get {
return attachment;
}
}
}
private struct SkinKey {
internal readonly int slotIndex;
internal readonly string name;
internal readonly int hashCode;
public SkinKey (int slotIndex, string name) {
if (slotIndex < 0) throw new ArgumentException("slotIndex must be >= 0.");
if (name == null) throw new ArgumentNullException("name", "name cannot be null");
this.slotIndex = slotIndex;
this.name = name;
this.hashCode = name.GetHashCode() + slotIndex * 37;
}
}
class SkinKeyComparer : IEqualityComparer {
internal static readonly SkinKeyComparer Instance = new SkinKeyComparer();
bool IEqualityComparer.Equals (SkinKey e1, SkinKey e2) {
return e1.slotIndex == e2.slotIndex && string.Equals(e1.name, e2.name, StringComparison.Ordinal);
}
int IEqualityComparer.GetHashCode (SkinKey e) {
return e.hashCode;
}
}
}
}