/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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;
namespace Spine {
///
/// Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
/// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared
/// across multiple skeletons.
///
public class Slot {
internal SlotData data;
internal Bone bone;
internal float r, g, b, a;
internal float r2, g2, b2;
internal bool hasSecondColor;
internal Attachment attachment;
internal float attachmentTime;
internal ExposedList deform = new ExposedList();
internal int attachmentState;
public Slot (SlotData data, Bone bone) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
this.data = data;
this.bone = bone;
// darkColor = data.darkColor == null ? null : new Color();
if (data.hasSecondColor) {
r2 = g2 = b2 = 0;
}
SetToSetupPose();
}
/// Copy constructor.
public Slot(Slot slot, Bone bone) {
if (slot == null) throw new ArgumentNullException("slot", "slot cannot be null.");
if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
data = slot.data;
this.bone = bone;
r = slot.r;
g = slot.g;
b = slot.b;
a = slot.a;
// darkColor = slot.darkColor == null ? null : new Color(slot.darkColor);
if (slot.hasSecondColor) {
r2 = slot.r2;
g2 = slot.g2;
b2 = slot.b2;
} else {
r2 = g2 = b2 = 0;
}
hasSecondColor = slot.hasSecondColor;
attachment = slot.attachment;
attachmentTime = slot.attachmentTime;
deform.AddRange(slot.deform);
}
/// The slot's setup pose data.
public SlotData Data { get { return data; } }
/// The bone this slot belongs to.
public Bone Bone { get { return bone; } }
/// The skeleton this slot belongs to.
public Skeleton Skeleton { get { return bone.skeleton; } }
/// The color used to tint the slot's attachment. If is set, this is used as the light color for two
/// color tinting.
public float R { get { return r; } set { r = value; } }
/// The color used to tint the slot's attachment. If is set, this is used as the light color for two
/// color tinting.
public float G { get { return g; } set { g = value; } }
/// The color used to tint the slot's attachment. If is set, this is used as the light color for two
/// color tinting.
public float B { get { return b; } set { b = value; } }
/// The color used to tint the slot's attachment. If is set, this is used as the light color for two
/// color tinting.
public float A { get { return a; } set { a = value; } }
public void ClampColor() {
r = MathUtils.Clamp(r, 0, 1);
g = MathUtils.Clamp(g, 0, 1);
b = MathUtils.Clamp(b, 0, 1);
a = MathUtils.Clamp(a, 0, 1);
}
/// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.
///
public float R2 { get { return r2; } set { r2 = value; } }
/// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.
///
public float G2 { get { return g2; } set { g2 = value; } }
/// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.
///
public float B2 { get { return b2; } set { b2 = value; } }
/// Whether R2 G2 B2 are used to tint the slot's attachment for two color tinting. False if two color tinting is not used.
public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
public void ClampSecondColor () {
r2 = MathUtils.Clamp(r2, 0, 1);
g2 = MathUtils.Clamp(g2, 0, 1);
b2 = MathUtils.Clamp(b2, 0, 1);
}
public Attachment Attachment {
/// The current attachment for the slot, or null if the slot has no attachment.
get { return attachment; }
///
/// Sets the slot's attachment and, if the attachment changed, resets and clears
/// .
/// May be null.
set {
if (attachment == value) return;
attachment = value;
attachmentTime = bone.skeleton.time;
deform.Clear(false);
}
}
/// The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
///
public float AttachmentTime {
get { return bone.skeleton.time - attachmentTime; }
set { attachmentTime = bone.skeleton.time - value; }
}
/// Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
///
/// See and .
public ExposedList Deform {
get {
return deform;
}
set {
if (deform == null) throw new ArgumentNullException("deform", "deform cannot be null.");
deform = value;
}
}
/// Sets this slot to the setup pose.
public void SetToSetupPose () {
r = data.r;
g = data.g;
b = data.b;
a = data.a;
// if (darkColor != null) darkColor.set(data.darkColor);
if (HasSecondColor) {
r2 = data.r2;
g2 = data.g2;
b2 = data.b2;
}
if (data.attachmentName == null)
Attachment = null;
else {
attachment = null;
Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName);
}
}
override public string ToString () {
return data.name;
}
}
}