text: /******************************************************************************
   * Spine Runtime Software License - Version 1.1
   * 
   * Copyright (c) 2013, Esoteric Software
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   *    above copyright notice, this declaration of conditions and the following
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   *****************************************************************************/
  
  #include <spine/CCSkeleton.h>
  #include <spine/spine-cocos2dx.h>
  
  USING_NS_CC;
  using std::min;
  using std::max;
  
  namespace spine {
  
  Skeleton* Skeleton::createWithData (spSkeletonData* skeletonData, bool isOwnsSkeletonData) {
  	Skeleton* node = new Skeleton(skeletonData, isOwnsSkeletonData);
  	node->autorelease();
  	return node;
  }
  
  Skeleton* Skeleton::createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale) {
  	Skeleton* node = new Skeleton(skeletonDataFile, atlas, scale);
  	node->autorelease();
  	return node;
  }
  
  Skeleton* Skeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
  	Skeleton* node = new Skeleton(skeletonDataFile, atlasFile, scale);
  	node->autorelease();
  	return node;
  }
  
  void Skeleton::initialize () {
  	atlas = 0;
  	debugSlots = false;
  	debugBones = false;
  	timeScale = 1;
  
      blendFunc.src = BlendFunc::ALPHA_PREMULTIPLIED.src;
      blendFunc.dst = BlendFunc::ALPHA_PREMULTIPLIED.dst;
      
  	setOpacityModifyRGB(true);
  
      setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
  	scheduleUpdate();
  }
  
  void Skeleton::setSkeletonData (spSkeletonData *skeletonData, bool isOwnsSkeletonData) {
  	skeleton = spSkeleton_create(skeletonData);
  	rootBone = skeleton->bones[0];
  	this->ownsSkeletonData = isOwnsSkeletonData;
  }
  
  Skeleton::Skeleton () {
  	initialize();
  }
  
  Skeleton::Skeleton (spSkeletonData *skeletonData, bool isOwnsSkeletonData) {
  	initialize();
  
  	setSkeletonData(skeletonData, isOwnsSkeletonData);
  }
  
  Skeleton::Skeleton (const char* skeletonDataFile, spAtlas* aAtlas, float scale) {
  	initialize();
  
  	spSkeletonJson* json = spSkeletonJson_create(aAtlas);
  	json->scale = scale == 0 ? (1 / Director::getInstance()->getContentScaleFactor()) : scale;
  	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
  	CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data.");
  	spSkeletonJson_dispose(json);
  
  	setSkeletonData(skeletonData, true);
  }
  
  Skeleton::Skeleton (const char* skeletonDataFile, const char* atlasFile, float scale) {
  	initialize();
  
  	atlas = spAtlas_readAtlasFile(atlasFile);
  	CCAssert(atlas, "Error reading atlas file.");
  
  	spSkeletonJson* json = spSkeletonJson_create(atlas);
  	json->scale = scale == 0 ? (1 / Director::getInstance()->getContentScaleFactor()) : scale;
  	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
  	CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
  	spSkeletonJson_dispose(json);
  
  	setSkeletonData(skeletonData, true);
  }
  
  Skeleton::~Skeleton () {
  	if (ownsSkeletonData) spSkeletonData_dispose(skeleton->data);
  	if (atlas) spAtlas_dispose(atlas);
  	spSkeleton_dispose(skeleton);
  }
  
  void Skeleton::update (float deltaTime) {
  	spSkeleton_update(skeleton, deltaTime * timeScale);
  }
  
  void Skeleton::draw()
  {
      kmGLMatrixMode(KM_GL_MODELVIEW);
      kmGLGetMatrix(KM_GL_MODELVIEW, &_oldTransMatrix);
      
      _customCommand.init(_globalZOrder);
      _customCommand.func = CC_CALLBACK_0(Skeleton::onDraw, this);
      Director::getInstance()->getRenderer()->addCommand(&_customCommand);
  }
      
  void Skeleton::onDraw ()
  {
      kmGLMatrixMode(KM_GL_MODELVIEW);
      kmGLPushMatrix();
      kmGLLoadMatrix(&_oldTransMatrix);
      
  	CC_NODE_DRAW_SETUP();
  
      GL::blendFunc(blendFunc.src, blendFunc.dst);
  	Color3B color = getColor();
  	skeleton->r = color.r / (float)255;
  	skeleton->g = color.g / (float)255;
  	skeleton->b = color.b / (float)255;
  	skeleton->a = getOpacity() / (float)255;
  	if (premultipliedAlpha) {
  		skeleton->r *= skeleton->a;
  		skeleton->g *= skeleton->a;
  		skeleton->b *= skeleton->a;
  	}
  
  	int additive = 0;
  	TextureAtlas* textureAtlas = 0;
  	V3F_C4B_T2F_Quad quad;
  	quad.tl.vertices.z = 0;
  	quad.tr.vertices.z = 0;
  	quad.bl.vertices.z = 0;
  	quad.br.vertices.z = 0;
  	for (int i = 0, n = skeleton->slotCount; i < n; i++) {
  		spSlot* slot = skeleton->drawOrder[i];
  		if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
  		spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
  		TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);
  
  		if (slot->data->additiveBlending != additive) {
  			if (textureAtlas) {
  				textureAtlas->drawQuads();
  				textureAtlas->removeAllQuads();
  			}
  			additive = !additive;
              GL::blendFunc(blendFunc.src, additive ? GL_ONE : blendFunc.dst);
  		} else if (regionTextureAtlas != textureAtlas && textureAtlas) {
  			textureAtlas->drawQuads();
  			textureAtlas->removeAllQuads();
  		}
  		textureAtlas = regionTextureAtlas;
          setFittedBlendingFunc(textureAtlas);
  
  		ssize_t quadCount = textureAtlas->getTotalQuads();
  		if (textureAtlas->getCapacity() == quadCount) {
  			textureAtlas->drawQuads();
  			textureAtlas->removeAllQuads();
  			if (!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
  		}
  
  		spRegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
  		textureAtlas->updateQuad(&quad, quadCount);
  	}
  	if (textureAtlas) {
  		textureAtlas->drawQuads();
  		textureAtlas->removeAllQuads();
  	}
  
  	if (debugSlots) {
  		// Slots.
          DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
  		glLineWidth(1);
  		Point points[4];
  		V3F_C4B_T2F_Quad tmpQuad;
  		for (int i = 0, n = skeleton->slotCount; i < n; i++) {
  			spSlot* slot = skeleton->drawOrder[i];
  			if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
  			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
  			spRegionAttachment_updateQuad(attachment, slot, &tmpQuad);
  			points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y);
  			points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y);
  			points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y);
  			points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y);
              DrawPrimitives::drawPoly(points, 4, true);
  		}
  	}
  	if (debugBones) {
  		// Bone lengths.
  		glLineWidth(2);
          DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
  		for (int i = 0, n = skeleton->boneCount; i < n; i++) {
  			spBone *bone = skeleton->bones[i];
  			float x = bone->data->length * bone->m00 + bone->worldX;
  			float y = bone->data->length * bone->m10 + bone->worldY;
              DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y));
  		}
  		// Bone origins.
          DrawPrimitives::setPointSize(4);
          DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
  		for (int i = 0, n = skeleton->boneCount; i < n; i++) {
  			spBone *bone = skeleton->bones[i];
              DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY));
  			if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
  		}
  	}
      
      kmGLMatrixMode(KM_GL_MODELVIEW);
      kmGLPopMatrix();
  }
  
  TextureAtlas* Skeleton::getTextureAtlas (spRegionAttachment* regionAttachment) const {
  	return (TextureAtlas*)((spAtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
  }
  
  Rect Skeleton::getBoundingBox () const {
  	float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
  	float scaleX = getScaleX();
  	float scaleY = getScaleY();
  	float vertices[8];
  	for (int i = 0; i < skeleton->slotCount; ++i) {
  		spSlot* slot = skeleton->slots[i];
  		if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
  		spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
  		spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
  		minX = min(minX, vertices[VERTEX_X1] * scaleX);
  		minY = min(minY, vertices[VERTEX_Y1] * scaleY);
  		maxX = max(maxX, vertices[VERTEX_X1] * scaleX);
  		maxY = max(maxY, vertices[VERTEX_Y1] * scaleY);
  		minX = min(minX, vertices[VERTEX_X4] * scaleX);
  		minY = min(minY, vertices[VERTEX_Y4] * scaleY);
  		maxX = max(maxX, vertices[VERTEX_X4] * scaleX);
  		maxY = max(maxY, vertices[VERTEX_Y4] * scaleY);
  		minX = min(minX, vertices[VERTEX_X2] * scaleX);
  		minY = min(minY, vertices[VERTEX_Y2] * scaleY);
  		maxX = max(maxX, vertices[VERTEX_X2] * scaleX);
  		maxY = max(maxY, vertices[VERTEX_Y2] * scaleY);
  		minX = min(minX, vertices[VERTEX_X3] * scaleX);
  		minY = min(minY, vertices[VERTEX_Y3] * scaleY);
  		maxX = max(maxX, vertices[VERTEX_X3] * scaleX);
  		maxY = max(maxY, vertices[VERTEX_Y3] * scaleY);
  	}
  	Point position = getPosition();
  	return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
  }
  
  // --- Convenience methods for Skeleton_* functions.
  
  void Skeleton::updateWorldTransform () {
  	spSkeleton_updateWorldTransform(skeleton);
  }
  
  void Skeleton::setToSetupPose () {
  	spSkeleton_setToSetupPose(skeleton);
  }
  void Skeleton::setBonesToSetupPose () {
  	spSkeleton_setBonesToSetupPose(skeleton);
  }
  void Skeleton::setSlotsToSetupPose () {
  	spSkeleton_setSlotsToSetupPose(skeleton);
  }
  
  spBone* Skeleton::findBone (const char* boneName) const {
  	return spSkeleton_findBone(skeleton, boneName);
  }
  
  spSlot* Skeleton::findSlot (const char* slotName) const {
  	return spSkeleton_findSlot(skeleton, slotName);
  }
  
  bool Skeleton::setSkin (const char* skinName) {
  	return spSkeleton_setSkinByName(skeleton, skinName) ? true : false;
  }
  
  spAttachment* Skeleton::getAttachment (const char* slotName, const char* attachmentName) const {
  	return spSkeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
  }
  bool Skeleton::setAttachment (const char* slotName, const char* attachmentName) {
  	return spSkeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false;
  }
  
  // --- CCBlendProtocol
  
  const cocos2d::BlendFunc& Skeleton::getBlendFunc () const {
      return blendFunc;
  }
  
  void Skeleton::setBlendFunc (const cocos2d::BlendFunc& aBlendFunc) {
      this->blendFunc = aBlendFunc;
  }
      
  void Skeleton::setFittedBlendingFunc(cocos2d::TextureAtlas * nextRenderedTexture)
  {
      if(nextRenderedTexture->getTexture() && nextRenderedTexture->getTexture()->hasPremultipliedAlpha())
      {
          GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst);
      }
      else
      {
          GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);
      }
  }
  
  }
  