205 lines
8.5 KiB
C#
205 lines
8.5 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>Stores attachments by slot index and attachment name.
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/// <para>See SkeletonData <see cref="Spine.SkeletonData.DefaultSkin"/>, Skeleton <see cref="Spine.Skeleton.Skin"/>, and
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/// <a href="http://esotericsoftware.com/spine-runtime-skins">Runtime skins</a> in the Spine Runtimes Guide.</para>
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/// </summary>
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public class Skin {
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internal string name;
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// Difference to reference implementation: using Dictionary<SkinKey, SkinEntry> instead of HashSet<SkinEntry>.
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// Reason is that there is no efficient way to replace or access an already added element, losing any benefits.
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private Dictionary<SkinKey, SkinEntry> attachments = new Dictionary<SkinKey, SkinEntry>(SkinKeyComparer.Instance);
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internal readonly ExposedList<BoneData> bones = new ExposedList<BoneData>();
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internal readonly ExposedList<ConstraintData> constraints = new ExposedList<ConstraintData>();
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public string Name { get { return name; } }
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/// <summary>Returns all attachments contained in this skin.</summary>
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public ICollection<SkinEntry> Attachments { get { return attachments.Values; } }
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public ExposedList<BoneData> Bones { get { return bones; } }
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public ExposedList<ConstraintData> Constraints { get { return constraints; } }
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public Skin (string name) {
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if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
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this.name = name;
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}
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/// <summary>Adds an attachment to the skin for the specified slot index and name.
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/// If the name already exists for the slot, the previous value is replaced.</summary>
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public void SetAttachment (int slotIndex, string name, Attachment attachment) {
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if (attachment == null) throw new ArgumentNullException("attachment", "attachment cannot be null.");
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attachments[new SkinKey(slotIndex, name)] = new SkinEntry(slotIndex, name, attachment);
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}
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/// <summary>Adds all attachments, bones, and constraints from the specified skin to this skin.</summary>
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public void AddSkin (Skin skin) {
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foreach (BoneData data in skin.bones)
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if (!bones.Contains(data)) bones.Add(data);
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foreach (ConstraintData data in skin.constraints)
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if (!constraints.Contains(data)) constraints.Add(data);
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foreach (KeyValuePair<SkinKey, SkinEntry> item in skin.attachments) {
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SkinEntry entry = item.Value;
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SetAttachment(entry.slotIndex, entry.name, entry.attachment);
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}
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}
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/// <summary>Adds all attachments from the specified skin to this skin. Attachments are deep copied.</summary>
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public void CopySkin (Skin skin) {
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foreach (BoneData data in skin.bones)
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if (!bones.Contains(data)) bones.Add(data);
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foreach (ConstraintData data in skin.constraints)
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if (!constraints.Contains(data)) constraints.Add(data);
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foreach (KeyValuePair<SkinKey, SkinEntry> item in skin.attachments) {
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SkinEntry entry = item.Value;
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if (entry.attachment is MeshAttachment) {
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SetAttachment(entry.slotIndex, entry.name,
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entry.attachment != null ? ((MeshAttachment)entry.attachment).NewLinkedMesh() : null);
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} else
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SetAttachment(entry.slotIndex, entry.name, entry.attachment != null ? entry.attachment.Copy() : null);
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}
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}
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/// <summary>Returns the attachment for the specified slot index and name, or null.</summary>
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (int slotIndex, string name) {
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SkinEntry entry;
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bool containsKey = attachments.TryGetValue(new SkinKey(slotIndex, name), out entry);
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return containsKey ? entry.attachment : null;
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}
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/// <summary> Removes the attachment in the skin for the specified slot index and name, if any.</summary>
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public void RemoveAttachment (int slotIndex, string name) {
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attachments.Remove(new SkinKey(slotIndex, name));
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}
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/// <summary>Returns all attachments in this skin for the specified slot index.</summary>
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/// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.SkeletonData.FindSlot"/> and <see cref="Spine.SlotData.Index"/></param>.
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public void GetAttachments (int slotIndex, List<SkinEntry> attachments) {
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if (slotIndex < 0) throw new ArgumentException("slotIndex must be >= 0.");
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if (attachments == null) throw new ArgumentNullException("attachments", "attachments cannot be null.");
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foreach (KeyValuePair<SkinKey, SkinEntry> item in this.attachments) {
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SkinEntry entry = item.Value;
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if (entry.slotIndex == slotIndex) attachments.Add(entry);
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}
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}
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/// <summary>Clears all attachments, bones, and constraints.</summary>
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public void Clear () {
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attachments.Clear();
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bones.Clear();
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constraints.Clear();
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}
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override public string ToString () {
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return name;
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}
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/// <summary>Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.</summary>
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internal void AttachAll (Skeleton skeleton, Skin oldSkin) {
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Slot[] slots = skeleton.slots.Items;
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foreach (KeyValuePair<SkinKey, SkinEntry> item in oldSkin.attachments) {
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SkinEntry entry = item.Value;
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int slotIndex = entry.slotIndex;
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Slot slot = slots[slotIndex];
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if (slot.Attachment == entry.attachment) {
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Attachment attachment = GetAttachment(slotIndex, entry.name);
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if (attachment != null) slot.Attachment = attachment;
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}
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}
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}
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/// <summary>Stores an entry in the skin consisting of the slot index, name, and attachment.</summary>
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public struct SkinEntry {
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internal readonly int slotIndex;
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internal readonly string name;
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internal readonly Attachment attachment;
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public SkinEntry (int slotIndex, string name, Attachment attachment) {
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this.slotIndex = slotIndex;
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this.name = name;
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this.attachment = attachment;
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}
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public int SlotIndex {
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get {
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return slotIndex;
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}
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}
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/// <summary>The name the attachment is associated with, equivalent to the skin placeholder name in the Spine editor.</summary>
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public String Name {
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get {
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return name;
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}
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}
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public Attachment Attachment {
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get {
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return attachment;
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}
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}
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}
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private struct SkinKey {
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internal readonly int slotIndex;
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internal readonly string name;
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internal readonly int hashCode;
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public SkinKey (int slotIndex, string name) {
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if (slotIndex < 0) throw new ArgumentException("slotIndex must be >= 0.");
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if (name == null) throw new ArgumentNullException("name", "name cannot be null");
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this.slotIndex = slotIndex;
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this.name = name;
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this.hashCode = name.GetHashCode() + slotIndex * 37;
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}
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}
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class SkinKeyComparer : IEqualityComparer<SkinKey> {
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internal static readonly SkinKeyComparer Instance = new SkinKeyComparer();
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bool IEqualityComparer<SkinKey>.Equals (SkinKey e1, SkinKey e2) {
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return e1.slotIndex == e2.slotIndex && string.Equals(e1.name, e2.name, StringComparison.Ordinal);
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}
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int IEqualityComparer<SkinKey>.GetHashCode (SkinKey e) {
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return e.hashCode;
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}
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}
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}
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}
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