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126 lines
6.2 KiB
126 lines
6.2 KiB
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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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 Dictionary<AttachmentKeyTuple, Attachment> attachments =
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new Dictionary<AttachmentKeyTuple, Attachment>(AttachmentKeyTupleComparer.Instance);
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public string Name { get { return name; } }
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public Dictionary<AttachmentKeyTuple, Attachment> Attachments { get { return attachments; } }
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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. If the name already exists for the slot, the previous value is replaced.</summary>
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public void AddAttachment (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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attachments[new AttachmentKeyTuple(slotIndex, name)] = attachment;
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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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Attachment attachment;
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attachments.TryGetValue(new AttachmentKeyTuple(slotIndex, name), out attachment);
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return attachment;
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}
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/// <summary>Finds the skin keys for a given slot. The results are added to the passed List(names).</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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/// <param name="names">Found skin key names will be added to this list.</param>
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public void FindNamesForSlot (int slotIndex, List<string> names) {
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if (names == null) throw new ArgumentNullException("names", "names cannot be null.");
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foreach (AttachmentKeyTuple key in attachments.Keys)
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if (key.slotIndex == slotIndex) names.Add(key.name);
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}
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/// <summary>Finds the attachments for a given slot. The results are added to the passed List(Attachment).</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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/// <param name="attachments">Found Attachments will be added to this list.</param>
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public void FindAttachmentsForSlot (int slotIndex, List<Attachment> attachments) {
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if (attachments == null) throw new ArgumentNullException("attachments", "attachments cannot be null.");
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foreach (KeyValuePair<AttachmentKeyTuple, Attachment> entry in this.attachments)
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if (entry.Key.slotIndex == slotIndex) attachments.Add(entry.Value);
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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 (KeyValuePair<AttachmentKeyTuple, Attachment> entry in oldSkin.attachments) {
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int slotIndex = entry.Key.slotIndex;
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Slot slot = skeleton.slots.Items[slotIndex];
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if (slot.Attachment == entry.Value) {
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Attachment attachment = GetAttachment(slotIndex, entry.Key.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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public struct AttachmentKeyTuple {
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public readonly int slotIndex;
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public readonly string name;
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internal readonly int nameHashCode;
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public AttachmentKeyTuple (int slotIndex, string name) {
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this.slotIndex = slotIndex;
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this.name = name;
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nameHashCode = this.name.GetHashCode();
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}
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}
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// Avoids boxing in the dictionary.
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class AttachmentKeyTupleComparer : IEqualityComparer<AttachmentKeyTuple> {
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internal static readonly AttachmentKeyTupleComparer Instance = new AttachmentKeyTupleComparer();
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bool IEqualityComparer<AttachmentKeyTuple>.Equals (AttachmentKeyTuple o1, AttachmentKeyTuple o2) {
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return o1.slotIndex == o2.slotIndex && o1.nameHashCode == o2.nameHashCode && string.Equals(o1.name, o2.name, StringComparison.Ordinal);
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}
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int IEqualityComparer<AttachmentKeyTuple>.GetHashCode (AttachmentKeyTuple o) {
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return o.slotIndex;
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}
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}
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}
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}
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