194 lines
8.1 KiB
C#
194 lines
8.1 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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
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* or 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
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* THE 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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using Spine.Collections;
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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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private OrderedDictionary<SkinEntry, Attachment> attachments = new OrderedDictionary<SkinEntry, Attachment>(SkinEntryComparer.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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public OrderedDictionary<SkinEntry, Attachment> Attachments { get { return attachments; } }
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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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if (slotIndex < 0) throw new ArgumentNullException("slotIndex", "slotIndex must be >= 0.");
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attachments[new SkinEntry(slotIndex, name, attachment)] = 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 (SkinEntry entry in skin.attachments.Keys)
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SetAttachment(entry.SlotIndex, entry.Name, entry.Attachment);
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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 (SkinEntry entry in skin.attachments.Keys) {
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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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var lookup = new SkinEntry(slotIndex, name, null);
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Attachment attachment = null;
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bool containsKey = attachments.TryGetValue(lookup, out attachment);
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return containsKey ? 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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if (slotIndex < 0) throw new ArgumentOutOfRangeException("slotIndex", "slotIndex must be >= 0");
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var lookup = new SkinEntry(slotIndex, name, null);
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attachments.Remove(lookup);
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}
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///<summary>Returns all attachments contained in this skin.</summary>
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public ICollection<SkinEntry> GetAttachments () {
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return this.attachments.Keys;
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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.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
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public void GetAttachments (int slotIndex, List<SkinEntry> attachments) {
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foreach (SkinEntry entry in this.attachments.Keys)
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if (entry.SlotIndex == slotIndex) attachments.Add(entry);
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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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foreach (SkinEntry entry in oldSkin.attachments.Keys) {
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int slotIndex = entry.SlotIndex;
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Slot slot = skeleton.slots.Items[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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private readonly int slotIndex;
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private readonly string name;
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private readonly Attachment attachment;
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internal readonly int hashCode;
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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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this.hashCode = this.name.GetHashCode() + this.slotIndex * 37;
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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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// Avoids boxing in the dictionary and is necessary to omit entry.attachment in the comparison.
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class SkinEntryComparer : IEqualityComparer<SkinEntry> {
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internal static readonly SkinEntryComparer Instance = new SkinEntryComparer();
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bool IEqualityComparer<SkinEntry>.Equals (SkinEntry e1, SkinEntry e2) {
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if (e1.SlotIndex != e2.SlotIndex) return false;
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if (!string.Equals(e1.Name, e2.Name, StringComparison.Ordinal)) return false;
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return true;
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}
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int IEqualityComparer<SkinEntry>.GetHashCode (SkinEntry e) {
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return e.Name.GetHashCode() + e.SlotIndex * 37;
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}
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}
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}
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}
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