/*************************************************************************/
/*  camera_editor_plugin.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/*************************************************************************/

#ifndef CAMERA_EDITOR_PLUGIN_H
#define CAMERA_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/camera.h"

/**
	@author Juan Linietsky <reduzio@gmail.com>
*/

class CameraEditor : public Control {

	GDCLASS(CameraEditor, Control);

	Panel *panel;
	Button *preview;
	Node *node;

	void _pressed();

protected:
	void _node_removed(Node *p_node);
	static void _bind_methods();

public:
	void edit(Node *p_camera);
	CameraEditor();
};

class CameraEditorPlugin : public EditorPlugin {

	GDCLASS(CameraEditorPlugin, EditorPlugin);

	//CameraEditor *camera_editor;
	EditorNode *editor;

public:
	virtual String get_name() const { return "Camera"; }
	bool has_main_screen() const { return false; }
	virtual void edit(Object *p_object);
	virtual bool handles(Object *p_object) const;
	virtual void make_visible(bool p_visible);

	CameraEditorPlugin(EditorNode *p_node);
	~CameraEditorPlugin();
};

#endif // CAMERA_EDITOR_PLUGIN_H