//////////////////////////////////////////////////////////////////////////////
// This file is part of the Journey MMORPG client                           //
// Copyright © 2015-2016 Daniel Allendorf                                   //
//                                                                          //
// This program is free software: you can redistribute it and/or modify     //
// it under the terms of the GNU Affero General Public License as           //
// published by the Free Software Foundation, either version 3 of the       //
// License, or (at your option) any later version.                          //
//                                                                          //
// This program is distributed in the hope that it will be useful,          //
// but WITHOUT ANY WARRANTY; without even the implied warranty of           //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the            //
// GNU Affero General Public License for more details.                      //
//                                                                          //
// You should have received a copy of the GNU Affero General Public License //
// along with this program.  If not, see <http://www.gnu.org/licenses/>.    //
//////////////////////////////////////////////////////////////////////////////
#pragma once
#include "BodyDrawInfo.h"

#include "../../Graphics/Texture.h"

namespace jrc
{
    class Body
    {
    public:
        enum Layer
        {
            NONE,
            BODY, ARM, ARM_BELOW_HEAD, ARM_BELOW_HEAD_OVER_MAIL,
            ARM_OVER_HAIR, ARM_OVER_HAIR_BELOW_WEAPON,
            HAND_BELOW_WEAPON, HAND_OVER_HAIR, HAND_OVER_WEAPON, HEAD,
            NUM_LAYERS
        };

        Body(int32_t skin, const BodyDrawinfo& drawinfo);

        void draw(Stance::Id stance, Layer layer, uint8_t frame, const DrawArgument& args) const;

        const std::string& get_name() const;


        static Layer layer_by_name(const std::string& name);

    private:
        std::unordered_map<uint8_t, Texture> stances[Stance::LENGTH][Layer::NUM_LAYERS];
        std::string name;


        static const std::unordered_map<std::string, Layer> layers_by_name;
    };
}

