/******************************************************************************
 * 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
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 *****************************************************************************/

#ifndef Spine_AnimationStateData_h
#define Spine_AnimationStateData_h

#include <spine/HashMap.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>

#include <assert.h>

namespace spine {
class SkeletonData;
class Animation;

/// Stores mix (crossfade) durations to be applied when AnimationState animations are changed.
class SP_API AnimationStateData : public SpineObject {
    friend class AnimationState;

public:
    explicit AnimationStateData(SkeletonData* skeletonData);

    /// The SkeletonData to look up animations when they are specified by name.
    SkeletonData* getSkeletonData();

    /// The mix duration to use when no mix duration has been specifically defined between two animations.
    float getDefaultMix();
    void setDefaultMix(float inValue);

    /// Sets a mix duration by animation names.
    void setMix(const String& fromName, const String& toName, float duration);

    /// Sets a mix duration when changing from the specified animation to the other.
    /// See TrackEntry.MixDuration.
    void setMix(Animation* from, Animation* to, float duration);

    /// The mix duration to use when changing from the specified animation to the other,
    /// or the DefaultMix if no mix duration has been set.
    float getMix(Animation* from, Animation* to);

private:
    class AnimationPair : public SpineObject {
    public:
        Animation* _a1;
        Animation* _a2;

        explicit AnimationPair(Animation* a1 = NULL, Animation* a2 = NULL);

        bool operator==(const AnimationPair& other) const;
    };

    SkeletonData* _skeletonData;
    float _defaultMix;
    HashMap<AnimationPair, float> _animationToMixTime;
};
} // namespace spine

#endif /* Spine_AnimationStateData_h */
