/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, 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.
 *****************************************************************************/

#ifndef Spine_MeshAttachment_h
#define Spine_MeshAttachment_h

#include <spine/VertexAttachment.h>
#include <spine/Vector.h>
#include <spine/Color.h>
#include <spine/HasRendererObject.h>

namespace spine {
	/// Attachment that displays a texture region using a mesh.
	class SP_API MeshAttachment : public VertexAttachment, public HasRendererObject {
		friend class SkeletonBinary;
		friend class SkeletonJson;
		friend class AtlasAttachmentLoader;

		RTTI_DECL

	public:
		explicit MeshAttachment(const String& name);

		virtual ~MeshAttachment();

		void updateUVs();

		int getHullLength();
		void setHullLength(int inValue);

		Vector<float>& getRegionUVs();

		/// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateUVs
		Vector<float>& getUVs();

		Vector<unsigned short>& getTriangles();

		Color& getColor();

		const String& getPath();
		void setPath(const String& inValue);

		float getRegionU();
		void setRegionU(float inValue);

		float getRegionV();
		void setRegionV(float inValue);

		float getRegionU2();
		void setRegionU2(float inValue);

		float getRegionV2();
		void setRegionV2(float inValue);

		bool getRegionRotate();
		void setRegionRotate(bool inValue);

		int getRegionDegrees();
		void setRegionDegrees(int inValue);

		float getRegionOffsetX();
		void setRegionOffsetX(float inValue);

		// Pixels stripped from the bottom left, unrotated.
		float getRegionOffsetY();
		void setRegionOffsetY(float inValue);

		float getRegionX();
		void setRegionX(float inValue);

		float getRegionY();
		void setRegionY(float inValue);

		float getRegionWidth();
		void setRegionWidth(float inValue);

		// Unrotated, stripped size.
		float getRegionHeight();
		void setRegionHeight(float inValue);

		float getRegionOriginalWidth();
		void setRegionOriginalWidth(float inValue);

		// Unrotated, unstripped size.
		float getRegionOriginalHeight();
		void setRegionOriginalHeight(float inValue);

		MeshAttachment* getParentMesh();
		void setParentMesh(MeshAttachment* inValue);

		// Nonessential.
		Vector<unsigned short>& getEdges();
		float getWidth();
		void setWidth(float inValue);
		float getHeight();
		void setHeight(float inValue);

		virtual Attachment* copy();

		MeshAttachment* newLinkedMesh();

	private:
		float _regionOffsetX, _regionOffsetY, _regionX, _regionY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
		MeshAttachment* _parentMesh;
		Vector<float> _uvs;
		Vector<float> _regionUVs;
		Vector<unsigned short> _triangles;
		Vector<unsigned short> _edges;
		String _path;
		float _regionU;
		float _regionV;
		float _regionU2;
		float _regionV2;
		float _width;
		float _height;
		Color _color;
		int _hullLength;
		bool _regionRotate;
		int _regionDegrees;
	};
}

#endif /* Spine_MeshAttachment_h */