// Copyright 2026, Algoryx Simulation AB.

#pragma once

// AGX Dynamics for Unreal includes.
#include "Wire/AGX_WireWinch.h"
#include "AGX_NativeOwner.h"

// Unreal Engine includes.
#include "Components/SceneComponent.h"

#include "AGX_WireWinchComponent.generated.h"

UCLASS(ClassGroup = "AGX", BlueprintType, Meta = (BlueprintSpawnableComponent))
class AGXUNREAL_API UAGX_WireWinchComponent : public USceneComponent, public IAGX_NativeOwner
{
	GENERATED_BODY()

public:
	UAGX_WireWinchComponent();

	UPROPERTY(EditAnywhere, Category = "AGX Wire Winch")
	FAGX_WireWinch WireWinch;

	UFUNCTION(BlueprintPure, Category = "AGX Wire Winch", Meta = (DisplayName = "Get Winch"))
	FAGX_WireWinchRef GetWinch_BP();

	/// @todo Rename these to something that doesn't mention the body explicitly, or at least makes
	/// it obvious that the body is optional and what happens when there is no body.
	/**
	 * Compute the location of this winch relative to the body attachment, if any. If there is no
	 * body attachment the the location will be computed relative to this Component instead.
	 *
	 * @return The location of the winch either relative to the attachment body or this Component.
	 */
	FVector ComputeBodyRelativeLocation();
	FRotator ComputeBodyRelativeRotation();

	//~ Begin IAGX_NativeOwner interface.
	/**
	 * @return True if a native AGX Dynamics representation has been created for this Wire
	 * Component.
	 */
	virtual bool HasNative() const override;
	virtual uint64 GetNativeAddress() const override;
	virtual void SetNativeAddress(uint64 NativeAddress) override;
	//~ End IAGX_NativeOwner interface.

	//~ Begin ActorComponent interface.
	virtual void BeginPlay() override;
	virtual void EndPlay(const EEndPlayReason::Type Reason) override;
	virtual TStructOnScope<FActorComponentInstanceData> GetComponentInstanceData() const override;
	//~ End ActorComponent interface.

	// ~Begin UObject interface.
	virtual void PostInitProperties() override;
#if WITH_EDITOR
	virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& Event) override;
#endif
	// ~End UObject interface.

	/**
	 * @return The Wire Winch Barrier for this Wire Winch Component, if one has been created, and
	 * nullptr otherwise.
	 */
	FWireWinchBarrier* GetNative();

	/**
	 * @return The Wire Winch Barrier for this Wire Winch Component, if one has been created, and
	 * nullptr otherwise.
	 */
	const FWireWinchBarrier* GetNative() const;

	/**
	 * @return The Wire Winch Barrier for this Wire Winch Component, creating it if necessary.
	 */
	FWireWinchBarrier* GetOrCreateNative();

protected:
	// ~Begin UActorComponent interface.
	virtual void OnRegister() override;
	// ~End UActorComponent interface.

private:
	void CreateNative();
};
