/*************************************************************************/
/*  skeleton_2d_editor_plugin.cpp                                        */
/*************************************************************************/
/*                       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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/*************************************************************************/

#include "skeleton_2d_editor_plugin.h"

#include "canvas_item_editor_plugin.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/gui/box_container.h"
#include "thirdparty/misc/clipper.hpp"

void Skeleton2DEditor::_node_removed(Node *p_node) {

	if (p_node == node) {
		node = NULL;
		options->hide();
	}
}

void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {

	node = p_sprite;
}

void Skeleton2DEditor::_menu_option(int p_option) {

	if (!node) {
		return;
	}

	switch (p_option) {
		case MENU_OPTION_MAKE_REST: {

			if (node->get_bone_count() == 0) {
				err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
				err_dialog->popup_centered_minsize();
				return;
			}
			UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
			ur->create_action("Create Rest Pose from Bones");
			for (int i = 0; i < node->get_bone_count(); i++) {
				Bone2D *bone = node->get_bone(i);
				ur->add_do_method(bone, "set_rest", bone->get_transform());
				ur->add_undo_method(bone, "set_rest", bone->get_rest());
			}
			ur->commit_action();

		} break;
		case MENU_OPTION_SET_REST: {
			if (node->get_bone_count() == 0) {
				err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
				err_dialog->popup_centered_minsize();
				return;
			}
			UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
			ur->create_action("Set Rest Pose to Bones");
			for (int i = 0; i < node->get_bone_count(); i++) {
				Bone2D *bone = node->get_bone(i);
				ur->add_do_method(bone, "set_transform", bone->get_rest());
				ur->add_undo_method(bone, "set_transform", bone->get_transform());
			}
			ur->commit_action();

		} break;
	}
}

void Skeleton2DEditor::_bind_methods() {

	ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
}

Skeleton2DEditor::Skeleton2DEditor() {

	options = memnew(MenuButton);

	CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);

	options->set_text(TTR("Skeleton2D"));
	options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));

	options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
	options->get_popup()->add_separator();
	options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);

	options->get_popup()->connect("id_pressed", this, "_menu_option");

	err_dialog = memnew(AcceptDialog);
	add_child(err_dialog);
}

void Skeleton2DEditorPlugin::edit(Object *p_object) {

	sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
}

bool Skeleton2DEditorPlugin::handles(Object *p_object) const {

	return p_object->is_class("Skeleton2D");
}

void Skeleton2DEditorPlugin::make_visible(bool p_visible) {

	if (p_visible) {
		sprite_editor->options->show();
	} else {

		sprite_editor->options->hide();
		sprite_editor->edit(NULL);
	}
}

Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {

	editor = p_node;
	sprite_editor = memnew(Skeleton2DEditor);
	editor->get_viewport()->add_child(sprite_editor);
	make_visible(false);

	//sprite_editor->options->hide();
}

Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
}