text: /******************************************************************************
   * 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.
   *****************************************************************************/
  
  #pragma once
  
  #include "Components/ActorComponent.h"
  #include "SpineSkeletonDataAsset.h"
  #include "spine/spine.h"
  #include "SpineSkeletonComponent.generated.h"
  
  class USpineSkeletonComponent;
  
  DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineBeforeUpdateWorldTransformDelegate, USpineSkeletonComponent*, skeleton);
  DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineAfterUpdateWorldTransformDelegate, USpineSkeletonComponent*, skeleton);
  
  class USpineAtlasAsset;
  UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
  class SPINEPLUGIN_API USpineSkeletonComponent: public UActorComponent {
  	GENERATED_BODY()
  
  public:
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
  	USpineAtlasAsset* Atlas;
  	
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
  	USpineSkeletonDataAsset* SkeletonData;
  	
  	spine::Skeleton* GetSkeleton () { return skeleton; };
  
  	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
  	void GetSkins(TArray<FString> &Skins);
  	
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	bool SetSkin (const FString SkinName);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	bool HasSkin(const FString SkinName);
  	
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	bool SetAttachment (const FString slotName, const FString attachmentName);
  	
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	FTransform GetBoneWorldTransform (const FString& BoneName);
  	
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	void SetBoneWorldPosition (const FString& BoneName, const FVector& position);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	void UpdateWorldTransform();
  	
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	void SetToSetupPose ();
  	
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	void SetBonesToSetupPose ();
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	void SetSlotsToSetupPose();
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	void SetScaleX(float scaleX);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	float GetScaleX();
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	void SetScaleY(float scaleY);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	float GetScaleY();
  
  	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
  	void GetBones(TArray<FString> &Bones);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	bool HasBone(const FString BoneName);
  
  	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
  	void GetSlots(TArray<FString> &Slots);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	bool HasSlot(const FString SlotName);
  
  	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
  	void GetAnimations(TArray<FString> &Animations);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	bool HasAnimation(FString AnimationName);
  
  	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
  	float GetAnimationDuration(FString AnimationName);
  	
  	UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
  	FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
  	
  	UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
  	FSpineAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
  		
  	USpineSkeletonComponent ();
  	
  	virtual void BeginPlay () override;
  		
  	virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;	
  
  	virtual void FinishDestroy () override;
  	
  protected:
  	virtual void CheckState ();
  	virtual void InternalTick(float DeltaTime, bool CallDelegates = true, bool Preview = false);
  	virtual void DisposeState ();
  
  	spine::Skeleton* skeleton;
  	USpineAtlasAsset* lastAtlas = nullptr;
  	spine::Atlas* lastSpineAtlas = nullptr;
  	USpineSkeletonDataAsset* lastData = nullptr;	
  };
  