/*************************************************************************/
/*  animation_bezier_editor.h                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef ANIMATION_BEZIER_EDITOR_H
#define ANIMATION_BEZIER_EDITOR_H

#include "animation_track_editor.h"

class AnimationBezierTrackEdit : public Control {

	GDCLASS(AnimationBezierTrackEdit, Control);

	enum HandleMode {
		HANDLE_MODE_FREE,
		HANDLE_MODE_BALANCED,
		HANDLE_MODE_MIRROR
	};

	enum {
		MENU_KEY_INSERT,
		MENU_KEY_DUPLICATE,
		MENU_KEY_DELETE
	};

	HandleMode handle_mode;
	OptionButton *handle_mode_option;

	AnimationTimelineEdit *timeline;
	UndoRedo *undo_redo;
	Node *root;
	Control *play_position; //separate control used to draw so updates for only position changed are much faster
	float play_position_pos;

	Ref<Animation> animation;
	int track;

	Vector<Rect2> view_rects;

	Ref<Texture2D> bezier_icon;
	Ref<Texture2D> bezier_handle_icon;
	Ref<Texture2D> selected_icon;

	Rect2 close_icon_rect;

	Map<int, Rect2> subtracks;

	float v_scroll;
	float v_zoom;

	PopupMenu *menu;

	void _zoom_changed();

	void _gui_input(const Ref<InputEvent> &p_event);
	void _menu_selected(int p_index);

	bool *block_animation_update_ptr; //used to block all tracks re-gen (speed up)

	void _play_position_draw();

	Vector2 insert_at_pos;

	bool moving_selection_attempt;
	int select_single_attempt;
	bool moving_selection;
	int moving_selection_from_key;

	Vector2 moving_selection_offset;

	bool box_selecting_attempt;
	bool box_selecting;
	bool box_selecting_add;
	Vector2 box_selection_from;
	Vector2 box_selection_to;

	int moving_handle; //0 no move -1 or +1 out
	int moving_handle_key;
	Vector2 moving_handle_left;
	Vector2 moving_handle_right;

	void _clear_selection();
	void _clear_selection_for_anim(const Ref<Animation> &p_anim);
	void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);

	Vector2 menu_insert_key;

	struct AnimMoveRestore {

		int track;
		float time;
		Variant key;
		float transition;
	};

	AnimationTrackEditor *editor;

	struct EditPoint {
		Rect2 point_rect;
		Rect2 in_rect;
		Rect2 out_rect;
	};

	Vector<EditPoint> edit_points;

	Set<int> selection;

	bool panning_timeline;
	float panning_timeline_from;
	float panning_timeline_at;

	void _draw_line_clipped(const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, int p_clip_left, int p_clip_right);
	void _draw_track(int p_track, const Color &p_color);

	float _bezier_h_to_pixel(float p_h);

protected:
	static void _bind_methods();
	void _notification(int p_what);

public:
	virtual String get_tooltip(const Point2 &p_pos) const;

	Ref<Animation> get_animation() const;

	void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
	virtual Size2 get_minimum_size() const;

	void set_undo_redo(UndoRedo *p_undo_redo);
	void set_timeline(AnimationTimelineEdit *p_timeline);
	void set_editor(AnimationTrackEditor *p_editor);
	void set_root(Node *p_root);

	void set_block_animation_update_ptr(bool *p_block_ptr);

	void set_play_position(float p_pos);
	void update_play_position();

	void duplicate_selection();
	void delete_selection();

	AnimationBezierTrackEdit();
};

#endif // ANIMATION_BEZIER_EDITOR_H