/******************************************************************************
 * 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.
 *****************************************************************************/

#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
#define IS_UNITY
#endif

using System;
using System.IO;
using System.Collections.Generic;

#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif

namespace Spine {
	public class SkeletonBinary {
		public const int BONE_ROTATE = 0;
		public const int BONE_TRANSLATE = 1;
		public const int BONE_SCALE = 2;
		public const int BONE_SHEAR = 3;

		public const int SLOT_ATTACHMENT = 0;
		public const int SLOT_COLOR = 1;
		public const int SLOT_TWO_COLOR = 2;

		public const int PATH_POSITION = 0;
		public const int PATH_SPACING = 1;
		public const int PATH_MIX = 2;

		public const int CURVE_LINEAR = 0;
		public const int CURVE_STEPPED = 1;
		public const int CURVE_BEZIER = 2;

		public float Scale { get; set; }

		private AttachmentLoader attachmentLoader;
		private byte[] buffer = new byte[32];
		private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();

		public SkeletonBinary (params Atlas[] atlasArray)
			: this(new AtlasAttachmentLoader(atlasArray)) {
		}

		public SkeletonBinary (AttachmentLoader attachmentLoader) {
			if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader");
			this.attachmentLoader = attachmentLoader;
			Scale = 1;
		}
			
		#if !ISUNITY && WINDOWS_STOREAPP
		private async Task<SkeletonData> ReadFile(string path) {
			var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
			using (var input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
				SkeletonData skeletonData = ReadSkeletonData(input);
				skeletonData.Name = Path.GetFileNameWithoutExtension(path);
				return skeletonData;
			}
		}

		public SkeletonData ReadSkeletonData (String path) {
			return this.ReadFile(path).Result;
		}
		#else
		public SkeletonData ReadSkeletonData (String path) {
		#if WINDOWS_PHONE
			using (var input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
		#else
			using (var input = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read)) {
		#endif
				SkeletonData skeletonData = ReadSkeletonData(input);
				skeletonData.name = Path.GetFileNameWithoutExtension(path);
				return skeletonData;
			}
		}
		#endif // WINDOWS_STOREAPP

		public static readonly TransformMode[] TransformModeValues = {
			TransformMode.Normal,
			TransformMode.OnlyTranslation,
			TransformMode.NoRotationOrReflection,
			TransformMode.NoScale,
			TransformMode.NoScaleOrReflection
		};

		/// <summary>Returns the version string of binary skeleton data.</summary>
		public static string GetVersionString (Stream input) {
			if (input == null) throw new ArgumentNullException("input");

			try {
				// Hash.
				int byteCount = ReadVarint(input, true);
				if (byteCount > 1) input.Position += byteCount - 1;

				// Version.
				byteCount = ReadVarint(input, true);
				if (byteCount > 1) {
					byteCount--;
					var buffer = new byte[byteCount];
					ReadFully(input, buffer, 0, byteCount);
					return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
				}

				throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.", "input");
			} catch (Exception e) {
				throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.\n" + e, "input");
			}
		}

		public SkeletonData ReadSkeletonData (Stream input) {
			if (input == null) throw new ArgumentNullException("input");
			float scale = Scale;

			var skeletonData = new SkeletonData();
			skeletonData.hash = ReadString(input);
			if (skeletonData.hash.Length == 0) skeletonData.hash = null;
			skeletonData.version = ReadString(input);
			if (skeletonData.version.Length == 0) skeletonData.version = null;
			skeletonData.width = ReadFloat(input);
			skeletonData.height = ReadFloat(input);

			bool nonessential = ReadBoolean(input);

			if (nonessential) {
				skeletonData.fps = ReadFloat(input);

				skeletonData.imagesPath = ReadString(input);
				if (string.IsNullOrEmpty(skeletonData.imagesPath)) skeletonData.imagesPath = null;

				skeletonData.audioPath = ReadString(input);
				if (string.IsNullOrEmpty(skeletonData.audioPath)) skeletonData.audioPath = null;
			}

			// Bones.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				String name = ReadString(input);
				BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)];
				BoneData data = new BoneData(i, name, parent);
				data.rotation = ReadFloat(input);		
				data.x = ReadFloat(input) * scale;
				data.y = ReadFloat(input) * scale;
				data.scaleX = ReadFloat(input);
				data.scaleY = ReadFloat(input);
				data.shearX = ReadFloat(input);
				data.shearY = ReadFloat(input);
				data.length = ReadFloat(input) * scale;
				data.transformMode = TransformModeValues[ReadVarint(input, true)];
				if (nonessential) ReadInt(input); // Skip bone color.
				skeletonData.bones.Add(data);
			}

			// Slots.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				String slotName = ReadString(input);
				BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)];
				SlotData slotData = new SlotData(i, slotName, boneData);
				int color = ReadInt(input);
				slotData.r = ((color & 0xff000000) >> 24) / 255f;
				slotData.g = ((color & 0x00ff0000) >> 16) / 255f;
				slotData.b = ((color & 0x0000ff00) >> 8) / 255f;
				slotData.a = ((color & 0x000000ff)) / 255f;

				int darkColor = ReadInt(input); // 0x00rrggbb
				if (darkColor != -1) {
					slotData.hasSecondColor = true;
					slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f;
					slotData.g2 = ((darkColor & 0x0000ff00) >> 8) / 255f;
					slotData.b2 = ((darkColor & 0x000000ff)) / 255f;
				}

				slotData.attachmentName = ReadString(input);
				slotData.blendMode = (BlendMode)ReadVarint(input, true);
				skeletonData.slots.Add(slotData);
			}

			// IK constraints.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				IkConstraintData data = new IkConstraintData(ReadString(input));
				data.order = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
					data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
				data.target = skeletonData.bones.Items[ReadVarint(input, true)];
				data.mix = ReadFloat(input);
				data.bendDirection = ReadSByte(input);
				data.compress = ReadBoolean(input);
				data.stretch = ReadBoolean(input);
				data.uniform = ReadBoolean(input);
				skeletonData.ikConstraints.Add(data);
			}

			// Transform constraints.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				TransformConstraintData data = new TransformConstraintData(ReadString(input));
				data.order = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
				    data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
				data.target = skeletonData.bones.Items[ReadVarint(input, true)];
				data.local = ReadBoolean(input);
				data.relative = ReadBoolean(input);
				data.offsetRotation = ReadFloat(input);
				data.offsetX = ReadFloat(input) * scale;
				data.offsetY = ReadFloat(input) * scale;
				data.offsetScaleX = ReadFloat(input);
				data.offsetScaleY = ReadFloat(input);
				data.offsetShearY = ReadFloat(input);
				data.rotateMix = ReadFloat(input);
				data.translateMix = ReadFloat(input);
				data.scaleMix = ReadFloat(input);
				data.shearMix = ReadFloat(input);
				skeletonData.transformConstraints.Add(data);
			}

			// Path constraints
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				PathConstraintData data = new PathConstraintData(ReadString(input));
				data.order = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
					data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
				data.target = skeletonData.slots.Items[ReadVarint(input, true)];
				data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true));
				data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true));
				data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true));
				data.offsetRotation = ReadFloat(input);
				data.position = ReadFloat(input);
				if (data.positionMode == PositionMode.Fixed) data.position *= scale;
				data.spacing = ReadFloat(input);
				if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
				data.rotateMix = ReadFloat(input);
				data.translateMix = ReadFloat(input);
				skeletonData.pathConstraints.Add(data);
			}

			// Default skin.
			Skin defaultSkin = ReadSkin(input, skeletonData, "default", nonessential);
			if (defaultSkin != null) {
				skeletonData.defaultSkin = defaultSkin;
				skeletonData.skins.Add(defaultSkin);
			}

			// Skins.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++)
				skeletonData.skins.Add(ReadSkin(input, skeletonData, ReadString(input), nonessential));

			// Linked meshes.
			for (int i = 0, n = linkedMeshes.Count; i < n; i++) {
				SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i];
				Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin);
				if (skin == null) throw new Exception("Skin not found: " + linkedMesh.skin);
				Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent);
				if (parent == null) throw new Exception("Parent mesh not found: " + linkedMesh.parent);
				linkedMesh.mesh.ParentMesh = (MeshAttachment)parent;
				linkedMesh.mesh.UpdateUVs();
			}
			linkedMeshes.Clear();

			// Events.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				EventData data = new EventData(ReadString(input));
				data.Int = ReadVarint(input, false);
				data.Float = ReadFloat(input);
				data.String = ReadString(input);
				data.AudioPath = ReadString(input);
				if (data.AudioPath != null) {
					data.Volume = ReadFloat(input);
					data.Balance = ReadFloat(input);
				}
				skeletonData.events.Add(data);
			}

			// Animations.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++)
				ReadAnimation(ReadString(input), input, skeletonData);

			skeletonData.bones.TrimExcess();
			skeletonData.slots.TrimExcess();
			skeletonData.skins.TrimExcess();
			skeletonData.events.TrimExcess();
			skeletonData.animations.TrimExcess();
			skeletonData.ikConstraints.TrimExcess();
			skeletonData.pathConstraints.TrimExcess();
			return skeletonData;
		}


		/// <returns>May be null.</returns>
		private Skin ReadSkin (Stream input, SkeletonData skeletonData, String skinName, bool nonessential) {
			int slotCount = ReadVarint(input, true);
			if (slotCount == 0) return null;
			Skin skin = new Skin(skinName);
			for (int i = 0; i < slotCount; i++) {
				int slotIndex = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					String name = ReadString(input);
					Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
					if (attachment != null) skin.AddAttachment(slotIndex, name, attachment);
				}
			}
			return skin;
		}

		private Attachment ReadAttachment (Stream input, SkeletonData skeletonData, Skin skin, int slotIndex, String attachmentName, bool nonessential) {
			float scale = Scale;

			String name = ReadString(input);
			if (name == null) name = attachmentName;

			AttachmentType type = (AttachmentType)input.ReadByte();
			switch (type) {
			case AttachmentType.Region: {
					String path = ReadString(input);
					float rotation = ReadFloat(input);		
					float x = ReadFloat(input);
					float y = ReadFloat(input);
					float scaleX = ReadFloat(input);
					float scaleY = ReadFloat(input);
					float width = ReadFloat(input);
					float height = ReadFloat(input);
					int color = ReadInt(input);

					if (path == null) path = name;
					RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
					if (region == null) return null;
					region.Path = path;
					region.x = x * scale;
					region.y = y * scale;
					region.scaleX = scaleX;
					region.scaleY = scaleY;
					region.rotation = rotation;
					region.width = width * scale;
					region.height = height * scale;
					region.r = ((color & 0xff000000) >> 24) / 255f;
					region.g = ((color & 0x00ff0000) >> 16) / 255f;
					region.b = ((color & 0x0000ff00) >> 8) / 255f;
					region.a = ((color & 0x000000ff)) / 255f;
					region.UpdateOffset();
					return region;
				}
			case AttachmentType.Boundingbox: {
					int vertexCount = ReadVarint(input, true);
					Vertices vertices = ReadVertices(input, vertexCount);
					if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0; // Avoid unused local warning.
					
					BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
					if (box == null) return null;
					box.worldVerticesLength = vertexCount << 1;
					box.vertices = vertices.vertices;
					box.bones = vertices.bones;                    
					return box;
				}
			case AttachmentType.Mesh: {
					String path = ReadString(input);
					int color = ReadInt(input);
					int vertexCount = ReadVarint(input, true);					
					float[] uvs = ReadFloatArray(input, vertexCount << 1, 1);
					int[] triangles = ReadShortArray(input);
					Vertices vertices = ReadVertices(input, vertexCount);
					int hullLength = ReadVarint(input, true);
					int[] edges = null;
					float width = 0, height = 0;
					if (nonessential) {
						edges = ReadShortArray(input);
						width = ReadFloat(input);
						height = ReadFloat(input);
					}

					if (path == null) path = name;
					MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
					if (mesh == null) return null;
					mesh.Path = path;
					mesh.r = ((color & 0xff000000) >> 24) / 255f;
					mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
					mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
					mesh.a = ((color & 0x000000ff)) / 255f;
					mesh.bones = vertices.bones;
					mesh.vertices = vertices.vertices;
					mesh.WorldVerticesLength = vertexCount << 1;
					mesh.triangles = triangles;
					mesh.regionUVs = uvs;
					mesh.UpdateUVs();
					mesh.HullLength = hullLength << 1;
					if (nonessential) {
						mesh.Edges = edges;
						mesh.Width = width * scale;
						mesh.Height = height * scale;
					}
					return mesh;
				}
			case AttachmentType.Linkedmesh: {
					String path = ReadString(input);
					int color = ReadInt(input);
					String skinName = ReadString(input);
					String parent = ReadString(input);
					bool inheritDeform = ReadBoolean(input);
					float width = 0, height = 0;
					if (nonessential) {
						width = ReadFloat(input);
						height = ReadFloat(input);
					}

					if (path == null) path = name;
					MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
					if (mesh == null) return null;
					mesh.Path = path;
					mesh.r = ((color & 0xff000000) >> 24) / 255f;
					mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
					mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
					mesh.a = ((color & 0x000000ff)) / 255f;
					mesh.inheritDeform = inheritDeform;
					if (nonessential) {
						mesh.Width = width * scale;
						mesh.Height = height * scale;
					}
					linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent));
					return mesh;
				}
			case AttachmentType.Path: {
					bool closed = ReadBoolean(input);
					bool constantSpeed = ReadBoolean(input);
					int vertexCount = ReadVarint(input, true);
					Vertices vertices = ReadVertices(input, vertexCount);
					float[] lengths = new float[vertexCount / 3];
					for (int i = 0, n = lengths.Length; i < n; i++)
						lengths[i] = ReadFloat(input) * scale;
					if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;

					PathAttachment path = attachmentLoader.NewPathAttachment(skin, name);
					if (path == null) return null;
					path.closed = closed;
					path.constantSpeed = constantSpeed;
					path.worldVerticesLength = vertexCount << 1;
					path.vertices = vertices.vertices;
					path.bones = vertices.bones;
					path.lengths = lengths;
					return path;                    
				}
			case AttachmentType.Point: {
					float rotation = ReadFloat(input);
					float x = ReadFloat(input);
					float y = ReadFloat(input);
					if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;

					PointAttachment point = attachmentLoader.NewPointAttachment(skin, name);
					if (point == null) return null;
					point.x = x * scale;
					point.y = y * scale;
					point.rotation = rotation;
					//if (nonessential) point.color = color;
					return point;
				}
			case AttachmentType.Clipping: {
					int endSlotIndex = ReadVarint(input, true);
					int vertexCount = ReadVarint(input, true);
					Vertices vertices = ReadVertices(input, vertexCount);
					if (nonessential) ReadInt(input);

					ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
					if (clip == null) return null;
					clip.EndSlot = skeletonData.slots.Items[endSlotIndex];
					clip.worldVerticesLength = vertexCount << 1;
					clip.vertices = vertices.vertices;
					clip.bones = vertices.bones;
					return clip;
				}
			}
			return null;
		}

		private Vertices ReadVertices (Stream input, int vertexCount) {
			float scale = Scale;
			int verticesLength = vertexCount << 1;
			Vertices vertices = new Vertices();
			if(!ReadBoolean(input)) {
				vertices.vertices = ReadFloatArray(input, verticesLength, scale);
				return vertices;
			}
			var weights = new ExposedList<float>(verticesLength * 3 * 3);
			var bonesArray = new ExposedList<int>(verticesLength * 3);
			for (int i = 0; i < vertexCount; i++) {
				int boneCount = ReadVarint(input, true);
				bonesArray.Add(boneCount);
				for (int ii = 0; ii < boneCount; ii++) {
					bonesArray.Add(ReadVarint(input, true));
					weights.Add(ReadFloat(input) * scale);
					weights.Add(ReadFloat(input) * scale);
					weights.Add(ReadFloat(input));
				}
			}

			vertices.vertices = weights.ToArray();
			vertices.bones = bonesArray.ToArray();
			return vertices;
		}

		private float[] ReadFloatArray (Stream input, int n, float scale) {
			float[] array = new float[n];
			if (scale == 1) {
				for (int i = 0; i < n; i++)
					array[i] = ReadFloat(input);
			} else {
				for (int i = 0; i < n; i++)
					array[i] = ReadFloat(input) * scale;
			}
			return array;
		}

		private int[] ReadShortArray (Stream input) {
			int n = ReadVarint(input, true);
			int[] array = new int[n];
			for (int i = 0; i < n; i++) 
				array[i] = (input.ReadByte() << 8) | input.ReadByte();
			return array;
		}

		private void ReadAnimation (String name, Stream input, SkeletonData skeletonData) {
			var timelines = new ExposedList<Timeline>();
			float scale = Scale;
			float duration = 0;

			// Slot timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int slotIndex = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int timelineType = input.ReadByte();
					int frameCount = ReadVarint(input, true);
					switch (timelineType) {
					case SLOT_ATTACHMENT: {
							AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
								timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[frameCount - 1]);
							break;
						}
					case SLOT_COLOR: {
							ColorTimeline timeline = new ColorTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								float time = ReadFloat(input);
								int color = ReadInt(input);
								float r = ((color & 0xff000000) >> 24) / 255f;
								float g = ((color & 0x00ff0000) >> 16) / 255f;
								float b = ((color & 0x0000ff00) >> 8) / 255f;
								float a = ((color & 0x000000ff)) / 255f;
								timeline.SetFrame(frameIndex, time, r, g, b, a);
								if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);
							break;
						}
					case SLOT_TWO_COLOR: {
							TwoColorTimeline timeline = new TwoColorTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								float time = ReadFloat(input);
								int color = ReadInt(input);
								float r = ((color & 0xff000000) >> 24) / 255f;
								float g = ((color & 0x00ff0000) >> 16) / 255f;
								float b = ((color & 0x0000ff00) >> 8) / 255f;
								float a = ((color & 0x000000ff)) / 255f;
								int color2 = ReadInt(input); // 0x00rrggbb
								float r2 = ((color2 & 0x00ff0000) >> 16) / 255f;
								float g2 = ((color2 & 0x0000ff00) >> 8) / 255f;
								float b2 = ((color2 & 0x000000ff)) / 255f;

								timeline.SetFrame(frameIndex, time, r, g, b, a, r2, g2, b2);
								if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TwoColorTimeline.ENTRIES]);
							break;
						}
					}
				}
			}

			// Bone timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int boneIndex = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int timelineType = input.ReadByte();
					int frameCount = ReadVarint(input, true);
					switch (timelineType) {
					case BONE_ROTATE: {
							RotateTimeline timeline = new RotateTimeline(frameCount);
							timeline.boneIndex = boneIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
								if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
							break;
						}
					case BONE_TRANSLATE:
					case BONE_SCALE:
					case BONE_SHEAR: {
							TranslateTimeline timeline;
							float timelineScale = 1;
							if (timelineType == BONE_SCALE)
								timeline = new ScaleTimeline(frameCount);
							else if (timelineType == BONE_SHEAR)
								timeline = new ShearTimeline(frameCount);
							else {
								timeline = new TranslateTimeline(frameCount);
								timelineScale = scale;
							}
							timeline.boneIndex = boneIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
									* timelineScale);
								if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
							break;
						}
					}
				}
			}

			// IK timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {				
				int index = ReadVarint(input, true);
				int frameCount = ReadVarint(input, true);
				IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount) {
					ikConstraintIndex = index
				};
				for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
					timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input), ReadBoolean(input), ReadBoolean(input));
					if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
			}

			// Transform constraint timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int index = ReadVarint(input, true);
				int frameCount = ReadVarint(input, true);
				TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
				timeline.transformConstraintIndex = index;
				for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
					timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
					if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
			}

			// Path constraint timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int index = ReadVarint(input, true);
				PathConstraintData data = skeletonData.pathConstraints.Items[index];
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int timelineType = ReadSByte(input);
					int frameCount = ReadVarint(input, true);
					switch(timelineType) {
						case PATH_POSITION:
						case PATH_SPACING: {
								PathConstraintPositionTimeline timeline;
								float timelineScale = 1;
								if (timelineType == PATH_SPACING) {
									timeline = new PathConstraintSpacingTimeline(frameCount);
									if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale; 
								} else {
									timeline = new PathConstraintPositionTimeline(frameCount);
									if (data.positionMode == PositionMode.Fixed) timelineScale = scale;
								}
								timeline.pathConstraintIndex = index;
								for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {                                    
									timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
									if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
								}
								timelines.Add(timeline);
								duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
								break;
							}
						case PATH_MIX: {
								PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
								timeline.pathConstraintIndex = index;
								for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
									timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
									if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
								}
								timelines.Add(timeline);
								duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
								break;
							}
					}
				}
			}

			// Deform timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int slotIndex = ReadVarint(input, true);
					for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
						VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
						bool weighted = attachment.bones != null;
						float[] vertices = attachment.vertices;
						int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;

						int frameCount = ReadVarint(input, true);
						DeformTimeline timeline = new DeformTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						timeline.attachment = attachment;

						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							float time = ReadFloat(input);
							float[] deform;
							int end = ReadVarint(input, true);
							if (end == 0)
								deform = weighted ? new float[deformLength] : vertices;
							else {
								deform = new float[deformLength];
								int start = ReadVarint(input, true);
								end += start;
								if (scale == 1) {
									for (int v = start; v < end; v++)
										deform[v] = ReadFloat(input);
								} else {
									for (int v = start; v < end; v++)
										deform[v] = ReadFloat(input) * scale;
								}
								if (!weighted) {
									for (int v = 0, vn = deform.Length; v < vn; v++)
										deform[v] += vertices[v];
								}
							}

							timeline.SetFrame(frameIndex, time, deform);
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}							
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount - 1]);
					}
				}
			}

			// Draw order timeline.
			int drawOrderCount = ReadVarint(input, true);
			if (drawOrderCount > 0) {
				DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
				int slotCount = skeletonData.slots.Count;
				for (int i = 0; i < drawOrderCount; i++) {
					float time = ReadFloat(input);
					int offsetCount = ReadVarint(input, true);
					int[] drawOrder = new int[slotCount];
					for (int ii = slotCount - 1; ii >= 0; ii--)
						drawOrder[ii] = -1;
					int[] unchanged = new int[slotCount - offsetCount];
					int originalIndex = 0, unchangedIndex = 0;
					for (int ii = 0; ii < offsetCount; ii++) {
						int slotIndex = ReadVarint(input, true);
						// Collect unchanged items.
						while (originalIndex != slotIndex)
							unchanged[unchangedIndex++] = originalIndex++;
						// Set changed items.
						drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
					}
					// Collect remaining unchanged items.
					while (originalIndex < slotCount)
						unchanged[unchangedIndex++] = originalIndex++;
					// Fill in unchanged items.
					for (int ii = slotCount - 1; ii >= 0; ii--)
						if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
					timeline.SetFrame(i, time, drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
			}

			// Event timeline.
			int eventCount = ReadVarint(input, true);
			if (eventCount > 0) {
				EventTimeline timeline = new EventTimeline(eventCount);
				for (int i = 0; i < eventCount; i++) {
					float time = ReadFloat(input);
					EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
					Event e = new Event(time, eventData) {
						Int = ReadVarint(input, false),
						Float = ReadFloat(input),
						String = ReadBoolean(input) ? ReadString(input) : eventData.String
					};
					if (e.data.AudioPath != null) {
						e.volume = ReadFloat(input);
						e.balance = ReadFloat(input);
					}
					timeline.SetFrame(i, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[eventCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}

		private void ReadCurve (Stream input, int frameIndex, CurveTimeline timeline) {
			switch (input.ReadByte()) {
			case CURVE_STEPPED:
				timeline.SetStepped(frameIndex);
				break;
			case CURVE_BEZIER:
				timeline.SetCurve(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
				break;
			}
		}

		private static sbyte ReadSByte (Stream input) {
			int value = input.ReadByte();
			if (value == -1) throw new EndOfStreamException();
			return (sbyte)value;
		}

		private static bool ReadBoolean (Stream input) {
			return input.ReadByte() != 0;
		}

		private float ReadFloat (Stream input) {
			buffer[3] = (byte)input.ReadByte();
			buffer[2] = (byte)input.ReadByte();
			buffer[1] = (byte)input.ReadByte();
			buffer[0] = (byte)input.ReadByte();
			return BitConverter.ToSingle(buffer, 0);
		}

		private static int ReadInt (Stream input) {
			return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
		}

		private static int ReadVarint (Stream input, bool optimizePositive) {
			int b = input.ReadByte();
			int result = b & 0x7F;
			if ((b & 0x80) != 0) {
				b = input.ReadByte();
				result |= (b & 0x7F) << 7;
				if ((b & 0x80) != 0) {
					b = input.ReadByte();
					result |= (b & 0x7F) << 14;
					if ((b & 0x80) != 0) {
						b = input.ReadByte();
						result |= (b & 0x7F) << 21;
						if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
					}
				}
			}
			return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
		}

		private string ReadString (Stream input) {
			int byteCount = ReadVarint(input, true);
			switch (byteCount) {
			case 0:
				return null;
			case 1:
				return "";
			}
			byteCount--;
			byte[] buffer = this.buffer;
			if (buffer.Length < byteCount) buffer = new byte[byteCount];
			ReadFully(input, buffer, 0, byteCount);
			return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
		}

		private static void ReadFully (Stream input, byte[] buffer, int offset, int length) {
			while (length > 0) {
				int count = input.Read(buffer, offset, length);
				if (count <= 0) throw new EndOfStreamException();
				offset += count;
				length -= count;
			}
		}

		internal class Vertices {
			public int[] bones;
			public float[] vertices;
		}
	}
}
