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

namespace Spine.Unity {
	public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);

	/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
	public interface ISkeletonAnimation {
		event UpdateBonesDelegate UpdateLocal;
		event UpdateBonesDelegate UpdateWorld;
		event UpdateBonesDelegate UpdateComplete;
		Skeleton Skeleton { get; }
	}

	/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
	public interface IHasSkeletonDataAsset {
		/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
		SkeletonDataAsset SkeletonDataAsset { get; }
	}
	
	/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
	public interface ISkeletonComponent {
		/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
		//[System.Obsolete]
		SkeletonDataAsset SkeletonDataAsset { get; }

		/// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
		Skeleton Skeleton { get; }
	}

	/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
	public interface IAnimationStateComponent {
		/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
		AnimationState AnimationState { get; }
	}

	/// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
	public interface IHasSkeletonRenderer {
		SkeletonRenderer SkeletonRenderer { get; }
	}

	/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
	public interface IHasSkeletonComponent {
		ISkeletonComponent SkeletonComponent { get; }
	}
}
