/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, 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.
 *****************************************************************************/

#if UNITY_2021_1_OR_NEWER
#define HAS_LIST_POOL
#endif

using System.Collections.Generic;
using UnityEngine;
#if HAS_LIST_POOL
using UnityEngine.Pool;
#endif
using UnityEngine.UI;

namespace Spine.Unity {

	/// <summary>
	/// A minimal MaskableGraphic subclass for rendering multiple submeshes
	/// at a <see cref="SkeletonGraphic"/>.
	/// </summary>
	[RequireComponent(typeof(CanvasRenderer))]
	public class SkeletonSubmeshGraphic : MaskableGraphic {
		public override void SetMaterialDirty () { }
		public override void SetVerticesDirty () { }
		protected override void OnPopulateMesh (VertexHelper vh) {
			vh.Clear();
		}

		protected override void OnDisable () {
			base.OnDisable();
			this.canvasRenderer.cull = true;
		}

		protected override void OnEnable () {
			base.OnEnable();
			this.canvasRenderer.cull = false;
		}

#if HAS_LIST_POOL
		public Material UpdateModifiedMaterial (Material baseMaterial) {
			List<IMaterialModifier> modifierComponents = ListPool<IMaterialModifier>.Get();
			GetComponents<IMaterialModifier>(modifierComponents);

			Material currentMaterial = baseMaterial;
			for (int i = 0; i < modifierComponents.Count; i++)
				currentMaterial = modifierComponents[i].GetModifiedMaterial(currentMaterial);
			ListPool<IMaterialModifier>.Release(modifierComponents);
			return currentMaterial;
		}
#else
		public Material UpdateModifiedMaterial (Material baseMaterial) {
			return GetModifiedMaterial(baseMaterial);
		}
#endif
	}
}
