text: /******************************************************************************
   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
   *
   * Copyright (c) 2013-2019, 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   *****************************************************************************/
  #ifdef SPINE_UE4
  #include "SpinePluginPrivatePCH.h"
  #endif
  
  #include <spine/Slot.h>
  
  #include <spine/SlotData.h>
  #include <spine/Bone.h>
  #include <spine/Skeleton.h>
  #include <spine/Attachment.h>
  
  using namespace spine;
  
  Slot::Slot(SlotData &data, Bone &bone) :
  		_data(data),
  		_bone(bone),
  		_skeleton(bone.getSkeleton()),
  		_color(1, 1, 1, 1),
  		_darkColor(0, 0, 0, 0),
  		_hasDarkColor(data.hasDarkColor()),
  		_attachment(NULL),
  		_attachmentTime(0) {
  	setToSetupPose();
  }
  
  void Slot::setToSetupPose() {
  	_color.set(_data.getColor());
  
  	const String &attachmentName = _data.getAttachmentName();
  	if (attachmentName.length() > 0) {
  		_attachment = NULL;
  		setAttachment(_skeleton.getAttachment(_data.getIndex(), attachmentName));
  	} else {
  		setAttachment(NULL);
  	}
  }
  
  SlotData &Slot::getData() {
  	return _data;
  }
  
  Bone &Slot::getBone() {
  	return _bone;
  }
  
  Skeleton &Slot::getSkeleton() {
  	return _skeleton;
  }
  
  Color &Slot::getColor() {
  	return _color;
  }
  
  Color &Slot::getDarkColor() {
  	return _darkColor;
  }
  
  bool Slot::hasDarkColor() {
  	return _hasDarkColor;
  }
  
  Attachment *Slot::getAttachment() {
  	return _attachment;
  }
  
  void Slot::setAttachment(Attachment *inValue) {
  	if (_attachment == inValue) {
  		return;
  	}
  
  	_attachment = inValue;
  	_attachmentTime = _skeleton.getTime();
  	_attachmentVertices.clear();
  }
  
  float Slot::getAttachmentTime() {
  	return _skeleton.getTime() - _attachmentTime;
  }
  
  void Slot::setAttachmentTime(float inValue) {
  	_attachmentTime = _skeleton.getTime() - inValue;
  }
  
  Vector<float> &Slot::getAttachmentVertices() {
  	return _attachmentVertices;
  }
  