/*******************************************************************************
 * Copyright (c) 2013, Esoteric Software
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 * 
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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.
 ******************************************************************************/

#include <spine/SkeletonData.h>
#include <string.h>
#include <spine/extension.h>

namespace spine {

SkeletonData* SkeletonData_create () {
	return NEW(SkeletonData);
}

void SkeletonData_dispose (SkeletonData* self) {
	int i;
	for (i = 0; i < self->boneCount; ++i)
		BoneData_dispose(self->bones[i]);
	FREE(self->bones);

	for (i = 0; i < self->slotCount; ++i)
		SlotData_dispose(self->slots[i]);
	FREE(self->slots);

	for (i = 0; i < self->skinCount; ++i)
		Skin_dispose(self->skins[i]);
	FREE(self->skins);

	for (i = 0; i < self->animationCount; ++i)
		Animation_dispose(self->animations[i]);
	FREE(self->animations);

	FREE(self);
}

BoneData* SkeletonData_findBone (const SkeletonData* self, const char* boneName) {
	int i;
	for (i = 0; i < self->boneCount; ++i)
		if (strcmp(self->bones[i]->name, boneName) == 0) return self->bones[i];
	return 0;
}

int SkeletonData_findBoneIndex (const SkeletonData* self, const char* boneName) {
	int i;
	for (i = 0; i < self->boneCount; ++i)
		if (strcmp(self->bones[i]->name, boneName) == 0) return i;
	return 0;
}

SlotData* SkeletonData_findSlot (const SkeletonData* self, const char* slotName) {
	int i;
	for (i = 0; i < self->slotCount; ++i)
		if (strcmp(self->slots[i]->name, slotName) == 0) return self->slots[i];
	return 0;
}

int SkeletonData_findSlotIndex (const SkeletonData* self, const char* slotName) {
	int i;
	for (i = 0; i < self->slotCount; ++i)
		if (strcmp(self->slots[i]->name, slotName) == 0) return i;
	return 0;
}

Skin* SkeletonData_findSkin (const SkeletonData* self, const char* skinName) {
	int i;
	for (i = 0; i < self->skinCount; ++i)
		if (strcmp(self->skins[i]->name, skinName) == 0) return self->skins[i];
	return 0;
}

Animation* SkeletonData_findAnimation (const SkeletonData* self, const char* animationName) {
	int i;
	for (i = 0; i < self->animationCount; ++i)
		if (strcmp(self->animations[i]->name, animationName) == 0) return self->animations[i];
	return 0;
}

} // namespace spine {