/*************************************************************************/
/*  mesh_instance_editor_plugin.h                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/* "Software"), to deal in the Software without restriction, including   */
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/*************************************************************************/

#ifndef MESH_INSTANCE_EDITOR_PLUGIN_H
#define MESH_INSTANCE_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/mesh_instance.h"
#include "scene/gui/spin_box.h"

class MeshInstanceEditor : public Control {

	GDCLASS(MeshInstanceEditor, Control);

	enum Menu {

		MENU_OPTION_CREATE_STATIC_TRIMESH_BODY,
		MENU_OPTION_CREATE_STATIC_CONVEX_BODY,
		MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE,
		MENU_OPTION_CREATE_CONVEX_COLLISION_SHAPE,
		MENU_OPTION_CREATE_NAVMESH,
		MENU_OPTION_CREATE_OUTLINE_MESH,
		MENU_OPTION_CREATE_UV2,
		MENU_OPTION_DEBUG_UV1,
		MENU_OPTION_DEBUG_UV2,
	};

	MeshInstance *node;

	MenuButton *options;

	ConfirmationDialog *outline_dialog;
	SpinBox *outline_size;

	AcceptDialog *err_dialog;

	AcceptDialog *debug_uv_dialog;
	Control *debug_uv;
	Vector<Vector2> uv_lines;

	void _menu_option(int p_option);
	void _create_outline_mesh();

	void _create_uv_lines(int p_layer);
	friend class MeshInstanceEditorPlugin;

	void _debug_uv_draw();

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

public:
	void edit(MeshInstance *p_mesh);
	MeshInstanceEditor();
};

class MeshInstanceEditorPlugin : public EditorPlugin {

	GDCLASS(MeshInstanceEditorPlugin, EditorPlugin);

	MeshInstanceEditor *mesh_editor;
	EditorNode *editor;

public:
	virtual String get_name() const { return "MeshInstance"; }
	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);

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

#endif // MESH_EDITOR_PLUGIN_H