/******************************************************************************
 * 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 an entry in the skin consisting of the slot index, name, and attachment **/
	export class SkinEntry {
		constructor(public slotIndex: number, public name: string, public attachment: Attachment) { }
	}

	/** Stores attachments by slot index and attachment name.
	 *
	 * See SkeletonData {@link SkeletonData#defaultSkin}, Skeleton {@link Skeleton#skin}, and
	 * [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. */
	export class Skin {
		/** The skin's name, which is unique across all skins in the skeleton. */
		name: string;

		attachments = new Array<Map<Attachment>>();
		bones = Array<BoneData>();
		constraints = new Array<ConstraintData>();

		constructor (name: string) {
			if (name == null) throw new Error("name cannot be null.");
			this.name = name;
		}

		/** Adds an attachment to the skin for the specified slot index and name. */
		setAttachment (slotIndex: number, name: string, attachment: Attachment) {
			if (attachment == null) throw new Error("attachment cannot be null.");
			let attachments = this.attachments;
			if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
			if (!attachments[slotIndex]) attachments[slotIndex] = { };
			attachments[slotIndex][name] = attachment;
		}

		/** Adds all attachments, bones, and constraints from the specified skin to this skin. */
		addSkin (skin: Skin) {
			for(let i = 0; i < skin.bones.length; i++) {
				let bone = skin.bones[i];
				let contained = false;
				for (let j = 0; j < this.bones.length; j++) {
					if (this.bones[j] == bone) {
						contained = true;
						break;
					}
				}
				if (!contained) this.bones.push(bone);
			}

			for(let i = 0; i < skin.constraints.length; i++) {
				let constraint = skin.constraints[i];
				let contained = false;
				for (let j = 0; j < this.constraints.length; j++) {
					if (this.constraints[j] == constraint) {
						contained = true;
						break;
					}
				}
				if (!contained) this.constraints.push(constraint);
			}

			let attachments = skin.getAttachments();
			for (let i = 0; i < attachments.length; i++) {
				var attachment = attachments[i];
				this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
			}
		}

		/** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
		 * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
		copySkin (skin: Skin) {
			for(let i = 0; i < skin.bones.length; i++) {
				let bone = skin.bones[i];
				let contained = false;
				for (let j = 0; j < this.bones.length; j++) {
					if (this.bones[j] == bone) {
						contained = true;
						break;
					}
				}
				if (!contained) this.bones.push(bone);
			}

			for(let i = 0; i < skin.constraints.length; i++) {
				let constraint = skin.constraints[i];
				let contained = false;
				for (let j = 0; j < this.constraints.length; j++) {
					if (this.constraints[j] == constraint) {
						contained = true;
						break;
					}
				}
				if (!contained) this.constraints.push(constraint);
			}

			let attachments = skin.getAttachments();
			for (let i = 0; i < attachments.length; i++) {
				var attachment = attachments[i];
				if (attachment.attachment == null) continue;
				if (attachment.attachment instanceof MeshAttachment) {
					attachment.attachment = attachment.attachment.newLinkedMesh();
					this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
				} else {
					attachment.attachment = attachment.attachment.copy();
					this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
				}
			}
		}

		/** Returns the attachment for the specified slot index and name, or null. */
		getAttachment (slotIndex: number, name: string): Attachment {
			let dictionary = this.attachments[slotIndex];
			return dictionary ? dictionary[name] : null;
		}

		/** Removes the attachment in the skin for the specified slot index and name, if any. */
		removeAttachment (slotIndex: number, name: string) {
			let dictionary = this.attachments[slotIndex];
			if (dictionary) dictionary[name] = null;
		}

		/** Returns all attachments in this skin. */
		getAttachments (): Array<SkinEntry> {
			let entries = new Array<SkinEntry>();
			for (var i = 0; i < this.attachments.length; i++) {
				let slotAttachments = this.attachments[i];
				if (slotAttachments) {
					for (let name in slotAttachments) {
						let attachment = slotAttachments[name];
						if (attachment) entries.push(new SkinEntry(i, name, attachment));
					}
				}
			}
			return entries;
		}

		/** Returns all attachments in this skin for the specified slot index. */
		getAttachmentsForSlot (slotIndex: number, attachments: Array<SkinEntry>) {
			let slotAttachments = this.attachments[slotIndex];
			if (slotAttachments) {
				for (let name in slotAttachments) {
					let attachment = slotAttachments[name];
					if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment));
				}
			}
		}

		/** Clears all attachments, bones, and constraints. */
		clear () {
			this.attachments.length = 0;
			this.bones.length = 0;
			this.constraints.length = 0;
		}

		/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
		attachAll (skeleton: Skeleton, oldSkin: Skin) {
			let slotIndex = 0;
			for (let i = 0; i < skeleton.slots.length; i++) {
				let slot = skeleton.slots[i];
				let slotAttachment = slot.getAttachment();
				if (slotAttachment && slotIndex < oldSkin.attachments.length) {
					let dictionary = oldSkin.attachments[slotIndex];
					for (let key in dictionary) {
						let skinAttachment:Attachment = dictionary[key];
						if (slotAttachment == skinAttachment) {
							let attachment = this.getAttachment(slotIndex, key);
							if (attachment != null) slot.setAttachment(attachment);
							break;
						}
					}
				}
				slotIndex++;
			}
		}
	}
}
