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

// Original Contribution by: Mitch Thompson

using UnityEngine;
using System.Collections.Generic;
using Spine.Unity.AttachmentTools;

namespace Spine.Unity.Examples {
	public class SpriteAttacher : MonoBehaviour {
		public const string DefaultPMAShader = "Spine/Skeleton";
		public const string DefaultStraightAlphaShader = "Sprites/Default";

		#region Inspector
		public bool attachOnStart = true;
		public bool overrideAnimation = true;
		public Sprite sprite;
		[SpineSlot] public string slot;
		#endregion

		#if UNITY_EDITOR
		void OnValidate () {
			var skeletonComponent = GetComponent<ISkeletonComponent>();
			var skeletonRenderer = skeletonComponent as SkeletonRenderer;
			bool applyPMA;

			if (skeletonRenderer != null) {
				applyPMA = skeletonRenderer.pmaVertexColors;
			} else {
				var skeletonGraphic = skeletonComponent as SkeletonGraphic;
				applyPMA = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
			}

			if (applyPMA) {
				try {
					if (sprite == null)
						return;
					sprite.texture.GetPixel(0, 0);
				} catch (UnityException e) {
					Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
					UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
					throw e;
				}
			}
		}
		#endif

		RegionAttachment attachment;
		Slot spineSlot;
		bool applyPMA;

		static Dictionary<Texture, AtlasPage> atlasPageCache;
		static AtlasPage GetPageFor (Texture texture, Shader shader) {
			if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
			AtlasPage atlasPage;
			atlasPageCache.TryGetValue(texture, out atlasPage);
			if (atlasPage == null) {
				var newMaterial = new Material(shader);
				atlasPage = newMaterial.ToSpineAtlasPage();
				atlasPageCache[texture] = atlasPage;
			}
			return atlasPage;
		}

		void Start () {
			// Initialize slot and attachment references.
			Initialize(false);

			if (attachOnStart)
				Attach();
		}

		void AnimationOverrideSpriteAttach (ISkeletonAnimation animated) {
			if (overrideAnimation && isActiveAndEnabled)
				Attach();
		}

		public void Initialize (bool overwrite = true) {
			if (overwrite || attachment == null) {
				// Get the applyPMA value.
				var skeletonComponent = GetComponent<ISkeletonComponent>();
				var skeletonRenderer = skeletonComponent as SkeletonRenderer;
				if (skeletonRenderer != null)
					this.applyPMA = skeletonRenderer.pmaVertexColors;
				else {
					var skeletonGraphic = skeletonComponent as SkeletonGraphic;
					if (skeletonGraphic != null)
						this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
				}

				// Subscribe to UpdateComplete to override animation keys.
				if (overrideAnimation) {
					var animatedSkeleton = skeletonComponent as ISkeletonAnimation;
					if (animatedSkeleton != null) {
						animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
						animatedSkeleton.UpdateComplete += AnimationOverrideSpriteAttach;
					}
				}

				spineSlot = spineSlot ?? skeletonComponent.Skeleton.FindSlot(slot);
				Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
				if (sprite == null)
					attachment = null;
				else
					attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
			}
		}

		void OnDestroy () {
			var animatedSkeleton = GetComponent<ISkeletonAnimation>();
			if (animatedSkeleton != null)
				animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
		}

		/// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
		public void Attach () {
			if (spineSlot != null)
				spineSlot.Attachment = attachment;
		}

	}


	public static class SpriteAttachmentExtensions {
		[System.Obsolete]
		public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
			return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
		}

		[System.Obsolete]
		public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
			return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
		}

		[System.Obsolete]
		public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
			RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
			skeleton.FindSlot(slotName).Attachment = att;
			return att;
		}

		[System.Obsolete]
		public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
			RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);

			var slotIndex = skeletonData.FindSlotIndex(slotName);
			Skin skin = skeletonData.DefaultSkin;
			if (skinName != "")
				skin = skeletonData.FindSkin(skinName);

			if (skin != null)
				skin.SetAttachment(slotIndex, att.Name, att);

			return att;
		}
	}
}
