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

package com.esotericsoftware.spine;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;

public class SimpleTest3 extends ApplicationAdapter {
	OrthographicCamera camera;
	PolygonSpriteBatch batch;
	SkeletonRenderer renderer;
	SkeletonRendererDebug debugRenderer;

	TextureAtlas atlas;
	Skeleton skeleton;
	AnimationState state;

	public void create () {
		camera = new OrthographicCamera();
		batch = new PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes.
		renderer = new SkeletonRenderer();
		renderer.setPremultipliedAlpha(true);
		debugRenderer = new SkeletonRendererDebug();
		debugRenderer.setMeshTriangles(false);
		debugRenderer.setRegionAttachments(false);
		debugRenderer.setMeshHull(false);

		atlas = new TextureAtlas(Gdx.files.internal("raptor/raptor-pma.atlas"));
		SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
		json.setScale(0.5f); // Load the skeleton at 50% the size it was in Spine.
		SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("raptor/raptor-pro.json"));

		skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
		skeleton.setPosition(250, 20);

		AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.

		state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
		state.setTimeScale(0.6f); // Slow all animations down to 60% speed.

		// Queue animations on tracks 0 and 1.
		state.setAnimation(0, "walk", true);		
		state.addAnimation(1, "gun-grab", false, 2); // Keys in higher tracks override the pose from lower tracks.
	}

	public void render () {
		state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.

		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

		if (state.apply(skeleton)) // Poses skeleton using current animations. This sets the bones' local SRT.
			skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.

		// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
		camera.update();
		batch.getProjectionMatrix().set(camera.combined);
		debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);

		batch.begin();
		renderer.draw(batch, skeleton); // Draw the skeleton images.
		batch.end();

		debugRenderer.draw(skeleton); // Draw debug lines.
	}

	public void resize (int width, int height) {
		camera.setToOrtho(false); // Update camera with new size.
	}

	public void dispose () {
		atlas.dispose();
	}

	public static void main (String[] args) throws Exception {
		new LwjglApplication(new SimpleTest3());
	}
}
