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

#import <spine/spine.h>
#import "cocos2d.h"

/** Draws a skeleton. */
@interface SkeletonRenderer : CCNode<CCBlendProtocol> {
	spSkeleton* _skeleton;
	spBone* _rootBone;
	bool _debugSlots;
	bool _debugBones;
	bool _premultipliedAlpha;
	bool _twoColorTint;
    bool _skipVisibilityCheck;
	ccBlendFunc _blendFunc;
	CCDrawNode* _drawNode;
	bool _ownsSkeletonData;
	spAtlas* _atlas;
	float* _worldVertices;
	CCBlendMode* screenMode;
	spSkeletonClipping* _clipper;
	spVertexEffect* _effect;
}

+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;

- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale;
- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale;

- (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment;
- (CCTexture*) getTextureForMesh:(spMeshAttachment*)attachment;

// --- Convenience methods for common Skeleton_* functions.
- (void) updateWorldTransform;

- (void) setToSetupPose;
- (void) setBonesToSetupPose;
- (void) setSlotsToSetupPose;

/* Returns 0 if the bone was not found. */
- (spBone*) findBone:(NSString*)boneName;

/* Returns 0 if the slot was not found. */
- (spSlot*) findSlot:(NSString*)slotName;

/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
 * attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
 * attachment is attached from the new skin. Returns false if the skin was not found.
 * @param skin May be 0.*/
- (bool) setSkin:(NSString*)skinName;

/* Returns 0 if the slot or attachment was not found. */
- (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;
/* Returns false if the slot or attachment was not found. */
- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName;

@property (nonatomic, readonly) spSkeleton* skeleton;
@property (nonatomic) bool twoColorTint;
@property (nonatomic) bool debugSlots;
@property (nonatomic) bool debugBones;
@property (nonatomic) bool skipVisibilityCheck;
@property (nonatomic) spBone* rootBone;
@property (nonatomic) spVertexEffect* effect;

@end
