/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2026, 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. *****************************************************************************/ using System; using System.Collections; using System.Collections.Generic; namespace Spine { /// /// Stores the skeleton's draw order, which is the order that each slot's attachment is rendered. /// public class DrawOrder { internal readonly ExposedList setupPose, pose, constrainedPose; internal ExposedList appliedPose; public DrawOrder (ExposedList setupPose) { this.setupPose = setupPose; pose = new ExposedList(setupPose); constrainedPose = new ExposedList(); appliedPose = pose; } /// Sets the unconstrained draw order to the setup pose order. public void SetupPose () { pose.EnsureSize(setupPose.Count); Array.Copy(setupPose.Items, 0, pose.Items, 0, setupPose.Count); } /// The unconstrained draw order, set by animations and application code. public ExposedList Pose { get { return pose; } } /// /// The constrained draw order for rendering. If no constraints modify the draw order, this is the same as . /// Otherwise it is a copy of modified by constraints. /// public ExposedList AppliedPose { get { return appliedPose; } } /// /// Sets the applied pose to the unconstrained pose, for when no constraints will modify the draw order. /// internal void Unconstrained () { appliedPose = pose; } /// /// Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints. /// internal void Constrained () { appliedPose = constrainedPose; } /// /// Copies the unconstrained pose to the constrained pose, as a starting point for constraints to be applied. /// internal void ResetConstrained () { // Port: resetConstrained constrainedPose.EnsureSize(pose.Count); Array.Copy(pose.Items, 0, constrainedPose.Items, 0, pose.Count); } } }