/******************************************************************************
 * 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_Skin_h
#define Spine_Skin_h

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

namespace spine {
class Attachment;

class Skeleton;
class BoneData;
class ConstraintData;

/// Stores attachments by slot index and attachment name.
/// See SkeletonData::getDefaultSkin, Skeleton::getSkin, and
/// http://esotericsoftware.com/spine-runtime-skins in the Spine Runtimes Guide.
class SP_API Skin : public SpineObject {
    friend class Skeleton;

public:
    class SP_API AttachmentMap : public SpineObject {
        friend class Skin;

    public:
        struct SP_API Entry {
            size_t _slotIndex;
            String _name;
            Attachment *_attachment;
            //Entry();
            Entry(size_t slotIndex, const String &name, Attachment *attachment) : _slotIndex(slotIndex),
                                                                                  _name(name),
                                                                                  _attachment(attachment) {
            }
        };

        class SP_API Entries {
            friend class AttachmentMap;

        public:
            bool hasNext() {
                while (true) {
                    if (_slotIndex >= _buckets.size()) return false;
                    if (_bucketIndex >= _buckets[_slotIndex].size()) {
                        _bucketIndex = 0;
                        ++_slotIndex;
                        continue;
                    };
                    return true;
                }
            }

            Entry &next() {
                Entry &result = _buckets[_slotIndex][_bucketIndex];
                ++_bucketIndex;
                return result;
            }

        protected:
            Entries(Vector<Vector<Entry> > &buckets) : _buckets(buckets), _slotIndex(0), _bucketIndex(0) {
            }

        private:
            Vector<Vector<Entry> > &_buckets;
            size_t _slotIndex;
            size_t _bucketIndex;
        };

        void put(size_t slotIndex, const String &attachmentName, Attachment *attachment);

        Attachment *get(size_t slotIndex, const String &attachmentName);

        void remove(size_t slotIndex, const String &attachmentName);

        Entries getEntries();

    protected:
        AttachmentMap();

    private:
        int findInBucket(Vector<Entry> &, const String &attachmentName);

        Vector<Vector<Entry> > _buckets;
    };

    explicit Skin(const String &name);

    ~Skin();

    /// 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.
    void setAttachment(size_t slotIndex, const String &name, Attachment *attachment);

    /// Returns the attachment for the specified slot index and name, or NULL.
    Attachment *getAttachment(size_t slotIndex, const String &name);

    // Removes the attachment from the skin.
    void removeAttachment(size_t slotIndex, const String &name);

    /// Finds the skin keys for a given slot. The results are added to the passed array of names.
    /// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
    /// @param names Found skin key names will be added to this array.
    void findNamesForSlot(size_t slotIndex, Vector<String> &names);

    /// Finds the attachments for a given slot. The results are added to the passed array of Attachments.
    /// @param slotIndex The target slotIndex. To find the slot index, use Skeleton::findSlotIndex or SkeletonData::findSlotIndex
    /// @param attachments Found Attachments will be added to this array.
    void findAttachmentsForSlot(size_t slotIndex, Vector<Attachment *> &attachments);

    const String &getName();

    /// Adds all attachments, bones, and constraints from the specified skin to this skin.
    void addSkin(Skin *other);

    /// Adds all attachments, bones, and constraints from the specified skin to this skin. Attachments are deep copied.
    void copySkin(Skin *other);

    AttachmentMap::Entries getAttachments();

    inline Vector<BoneData *> &getBones() { return _bones; }

    inline Vector<ConstraintData *> &getConstraints() { return _constraints; }

private:
    const String _name;
    AttachmentMap _attachments;
    Vector<BoneData *> _bones;
    Vector<ConstraintData *> _constraints;

    /// Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.
    void attachAll(Skeleton &skeleton, Skin &oldSkin);
};
} // namespace spine

#endif /* Spine_Skin_h */
