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

    inline Vector<float>& getRegionUVs() { return _regionUVs; }

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

    inline Vector<unsigned short>& getTriangles() { return _triangles; }

    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 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.
    inline Vector<unsigned short>& getEdges() { return _edges; }
    float getWidth();
    void setWidth(float inValue);
    float getHeight();
    void setHeight(float inValue);

    virtual Attachment* copy();

    MeshAttachment* newLinkedMesh();

#ifndef __EMSCRIPTEN__
private:
#endif
    float _regionOffsetX, _regionOffsetY, _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;
};
} // namespace spine

#endif /* Spine_MeshAttachment_h */
