/******************************************************************************
* 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);
}
}
}