/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
/// Stores the setup pose and all of the stateless data for a skeleton.
public class SkeletonData {
internal string name;
internal ExposedList bones = new ExposedList(); // Ordered parents first
internal ExposedList slots = new ExposedList(); // Setup pose draw order.
internal ExposedList skins = new ExposedList();
internal Skin defaultSkin;
internal ExposedList events = new ExposedList();
internal ExposedList animations = new ExposedList();
internal ExposedList ikConstraints = new ExposedList();
internal ExposedList transformConstraints = new ExposedList();
internal ExposedList pathConstraints = new ExposedList();
internal float width, height;
internal string version, hash;
// Nonessential.
internal float fps;
internal string imagesPath;
public string Name { get { return name; } set { name = value; } }
/// The skeleton's bones, sorted parent first. The root bone is always the first bone.
public ExposedList Bones { get { return bones; } }
public ExposedList Slots { get { return slots; } }
/// All skins, including the default skin.
public ExposedList Skins { get { return skins; } set { skins = value; } }
///
/// The skeleton's default skin.
/// By default this skin contains all attachments that were not in a skin in Spine.
///
/// May be null.
public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
public ExposedList Events { get { return events; } set { events = value; } }
public ExposedList Animations { get { return animations; } set { animations = value; } }
public ExposedList IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
public ExposedList TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
public ExposedList PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } }
public float Width { get { return width; } set { width = value; } }
public float Height { get { return height; } set { height = value; } }
/// The Spine version used to export this data, or null.
public string Version { get { return version; } set { version = value; } }
public string Hash { get { return hash; } set { hash = value; } }
public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } }
///
/// The dopesheet FPS in Spine. Available only when nonessential data was exported.
public float Fps { get { return fps; } set { fps = value; } }
// --- Bones.
///
/// Finds a bone by comparing each bone's name.
/// It is more efficient to cache the results of this method than to call it multiple times.
/// May be null.
public BoneData FindBone (string boneName) {
if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++) {
BoneData bone = bonesItems[i];
if (bone.name == boneName) return bone;
}
return null;
}
/// -1 if the bone was not found.
public int FindBoneIndex (string boneName) {
if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++)
if (bonesItems[i].name == boneName) return i;
return -1;
}
// --- Slots.
/// May be null.
public SlotData FindSlot (string slotName) {
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
ExposedList slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
SlotData slot = slots.Items[i];
if (slot.name == slotName) return slot;
}
return null;
}
/// -1 if the slot was not found.
public int FindSlotIndex (string slotName) {
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
ExposedList slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++)
if (slots.Items[i].name == slotName) return i;
return -1;
}
// --- Skins.
/// May be null.
public Skin FindSkin (string skinName) {
if (skinName == null) throw new ArgumentNullException("skinName", "skinName cannot be null.");
foreach (Skin skin in skins)
if (skin.name == skinName) return skin;
return null;
}
// --- Events.
/// May be null.
public EventData FindEvent (string eventDataName) {
if (eventDataName == null) throw new ArgumentNullException("eventDataName", "eventDataName cannot be null.");
foreach (EventData eventData in events)
if (eventData.name == eventDataName) return eventData;
return null;
}
// --- Animations.
/// May be null.
public Animation FindAnimation (string animationName) {
if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null.");
ExposedList animations = this.animations;
for (int i = 0, n = animations.Count; i < n; i++) {
Animation animation = animations.Items[i];
if (animation.name == animationName) return animation;
}
return null;
}
// --- IK constraints.
/// May be null.
public IkConstraintData FindIkConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraintData ikConstraint = ikConstraints.Items[i];
if (ikConstraint.name == constraintName) return ikConstraint;
}
return null;
}
// --- Transform constraints.
/// May be null.
public TransformConstraintData FindTransformConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList transformConstraints = this.transformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
TransformConstraintData transformConstraint = transformConstraints.Items[i];
if (transformConstraint.name == constraintName) return transformConstraint;
}
return null;
}
// --- Path constraints.
/// May be null.
public PathConstraintData FindPathConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
PathConstraintData constraint = pathConstraints.Items[i];
if (constraint.name.Equals(constraintName)) return constraint;
}
return null;
}
/// -1 if the path constraint was not found.
public int FindPathConstraintIndex (string pathConstraintName) {
if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null.");
ExposedList pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++)
if (pathConstraints.Items[i].name.Equals(pathConstraintName)) return i;
return -1;
}
// ---
override public string ToString () {
return name ?? base.ToString();
}
}
}