/******************************************************************************
 * 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.
 *****************************************************************************/

module 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. */
	export class Slot {
		/** The slot's setup pose data. */
		data: SlotData;

		/** The bone this slot belongs to. */
		bone: Bone;

		/** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two
		 * color tinting. */
		color: Color;

		/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
		 * color's alpha is not used. */
		darkColor: Color;

		attachment: Attachment;

		private attachmentTime: number;

		attachmentState: number;

		/** Values 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 {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */
		deform = new Array<number>();

		constructor (data: SlotData, bone: Bone) {
			if (data == null) throw new Error("data cannot be null.");
			if (bone == null) throw new Error("bone cannot be null.");
			this.data = data;
			this.bone = bone;
			this.color = new Color();
			this.darkColor = data.darkColor == null ? null : new Color();
			this.setToSetupPose();
		}

		/** The skeleton this slot belongs to. */
		getSkeleton (): Skeleton {
			return this.bone.skeleton;
		}

		/** The current attachment for the slot, or null if the slot has no attachment. */
		getAttachment (): Attachment {
			return this.attachment;
		}

		/** Sets the slot's attachment and, if the attachment changed, resets {@link #attachmentTime} and clears {@link #deform}.
		 * @param attachment May be null. */
		setAttachment (attachment: Attachment) {
			if (this.attachment == attachment) return;
			this.attachment = attachment;
			this.attachmentTime = this.bone.skeleton.time;
			this.deform.length = 0;
		}

		setAttachmentTime (time: number) {
			this.attachmentTime = this.bone.skeleton.time - time;
		}

		/** The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
		 * {@link Skeleton#time}. */
		getAttachmentTime (): number {
			return this.bone.skeleton.time - this.attachmentTime;
		}

		/** Sets this slot to the setup pose. */
		setToSetupPose () {
			this.color.setFromColor(this.data.color);
			if (this.darkColor != null) this.darkColor.setFromColor(this.data.darkColor);
			if (this.data.attachmentName == null)
				this.attachment = null;
			else {
				this.attachment = null;
				this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
			}
		}
	}
}
