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

#ifndef Spine_SkeletonData_h
#define Spine_SkeletonData_h

#include <spine/SpineString.h>
#include <spine/Vector.h>

namespace spine {
class BoneData;

class SlotData;

class Skin;

class EventData;

class Animation;

class IkConstraintData;

class TransformConstraintData;

class PathConstraintData;

/// Stores the setup pose and all of the stateless data for a skeleton.
class SP_API SkeletonData : public SpineObject {
    friend class SkeletonBinary;

    friend class SkeletonJson;

    friend class Skeleton;

public:
    SkeletonData();

    ~SkeletonData();

    /// 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.
    /// @return May be NULL.
    BoneData *findBone(const String &boneName);

    /// @return -1 if the bone was not found.
    int findBoneIndex(const String &boneName);

    /// @return May be NULL.
    SlotData *findSlot(const String &slotName);

    /// @return -1 if the slot was not found.
    int findSlotIndex(const String &slotName);

    /// @return May be NULL.
    Skin *findSkin(const String &skinName);

    /// @return May be NULL.
    spine::EventData *findEvent(const String &eventDataName);

    /// @return May be NULL.
    Animation *findAnimation(const String &animationName);

    /// @return May be NULL.
    IkConstraintData *findIkConstraint(const String &constraintName);

    /// @return May be NULL.
    TransformConstraintData *findTransformConstraint(const String &constraintName);

    /// @return May be NULL.
    PathConstraintData *findPathConstraint(const String &constraintName);

    /// @return -1 if the path constraint was not found.
    int findPathConstraintIndex(const String &pathConstraintName);

    const String &getName();

    void setName(const String &inValue);

    /// The skeleton's bones, sorted parent first. The root bone is always the first bone.
    inline Vector<BoneData *> &getBones() { return _bones; }

    inline Vector<SlotData *> &getSlots() { return _slots; }

    /// All skins, including the default skin.
    inline Vector<Skin *> &getSkins() { return _skins; }

    /// The skeleton's default skin.
    /// By default this skin contains all attachments that were not in a skin in Spine.
    /// @return May be NULL.
    Skin *getDefaultSkin();

    void setDefaultSkin(Skin *inValue);

    inline Vector<EventData *> &getEvents() { return _events; }

    inline Vector<Animation *> &getAnimations() { return _animations; }

    inline Vector<IkConstraintData *> &getIkConstraints() { return _ikConstraints; }

    inline Vector<TransformConstraintData *> &getTransformConstraints() { return _transformConstraints; }

    inline Vector<PathConstraintData *> &getPathConstraints() { return _pathConstraints; }

    float getX();

    void setX(float inValue);

    float getY();

    void setY(float inValue);

    float getWidth();

    void setWidth(float inValue);

    float getHeight();

    void setHeight(float inValue);

    /// The Spine version used to export this data, or NULL.
    const String &getVersion();

    void setVersion(const String &inValue);

    const String &getHash();

    void setHash(const String &inValue);

    const String &getImagesPath();

    void setImagesPath(const String &inValue);

    const String &getAudioPath();

    void setAudioPath(const String &inValue);

    /// The dopesheet FPS in Spine. Available only when nonessential data was exported.
    float getFps();

    void setFps(float inValue);
#ifndef __EMSCRIPTEN__
private:
#endif
    String _name;
    Vector<BoneData *> _bones; // Ordered parents first
    Vector<SlotData *> _slots; // Setup pose draw order.
    Vector<Skin *> _skins;
    Skin *_defaultSkin;
    Vector<EventData *> _events;
    Vector<Animation *> _animations;
    Vector<IkConstraintData *> _ikConstraints;
    Vector<TransformConstraintData *> _transformConstraints;
    Vector<PathConstraintData *> _pathConstraints;
    float _x, _y, _width, _height;
    String _version;
    String _hash;
    Vector<char *> _strings;

    // Nonessential.
    float _fps;
    String _imagesPath;
    String _audioPath;
};
} // namespace spine

#endif /* Spine_SkeletonData_h */
