/*************************************************************************/
/*  sprite_frames_editor_plugin.h                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef SPRITE_FRAMES_EDITOR_PLUGIN_H
#define SPRITE_FRAMES_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/animated_sprite_2d.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/scroll_container.h"
#include "scene/gui/split_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"

class SpriteFramesEditor : public HSplitContainer {
	GDCLASS(SpriteFramesEditor, HSplitContainer);

	Button *load;
	Button *load_sheet;
	Button *_delete;
	Button *copy;
	Button *paste;
	Button *empty;
	Button *empty2;
	Button *move_up;
	Button *move_down;
	Button *zoom_out;
	Button *zoom_reset;
	Button *zoom_in;
	ItemList *tree;
	bool loading_scene;
	int sel;

	Button *new_anim;
	Button *remove_anim;

	Tree *animations;
	SpinBox *anim_speed;
	CheckButton *anim_loop;

	EditorFileDialog *file;

	AcceptDialog *dialog;

	SpriteFrames *frames;

	StringName edited_anim;

	ConfirmationDialog *delete_dialog;

	ConfirmationDialog *split_sheet_dialog;
	ScrollContainer *split_sheet_scroll;
	TextureRect *split_sheet_preview;
	SpinBox *split_sheet_h;
	SpinBox *split_sheet_v;
	Button *split_sheet_zoom_out;
	Button *split_sheet_zoom_reset;
	Button *split_sheet_zoom_in;
	EditorFileDialog *file_split_sheet;
	Set<int> frames_selected;
	Set<int> frames_toggled_by_mouse_hover;
	int last_frame_selected;

	float scale_ratio;
	int thumbnail_default_size;
	float thumbnail_zoom;
	float max_thumbnail_zoom;
	float min_thumbnail_zoom;
	float sheet_zoom;
	float max_sheet_zoom;
	float min_sheet_zoom;

	void _load_pressed();
	void _file_load_request(const Vector<String> &p_path, int p_at_pos = -1);
	void _copy_pressed();
	void _paste_pressed();
	void _empty_pressed();
	void _empty2_pressed();
	void _delete_pressed();
	void _up_pressed();
	void _down_pressed();
	void _update_library(bool p_skip_selector = false);

	void _animation_select();
	void _animation_name_edited();
	void _animation_add();
	void _animation_remove();
	void _animation_remove_confirmed();
	void _animation_loop_changed();
	void _animation_fps_changed(double p_value);

	void _tree_input(const Ref<InputEvent> &p_event);
	void _zoom_in();
	void _zoom_out();
	void _zoom_reset();

	bool updating;

	UndoRedo *undo_redo;

	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);

	void _open_sprite_sheet();
	void _prepare_sprite_sheet(const String &p_file);
	int _sheet_preview_position_to_frame_index(const Vector2 &p_position);
	void _sheet_preview_draw();
	void _sheet_spin_changed(double);
	void _sheet_preview_input(const Ref<InputEvent> &p_event);
	void _sheet_scroll_input(const Ref<InputEvent> &p_event);
	void _sheet_add_frames();
	void _sheet_zoom_in();
	void _sheet_zoom_out();
	void _sheet_zoom_reset();
	void _sheet_select_clear_all_frames();

protected:
	void _notification(int p_what);
	virtual void gui_input(const Ref<InputEvent> &p_event) override;
	static void _bind_methods();

public:
	void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }

	void edit(SpriteFrames *p_frames);
	SpriteFramesEditor();
};

class SpriteFramesEditorPlugin : public EditorPlugin {
	GDCLASS(SpriteFramesEditorPlugin, EditorPlugin);

	SpriteFramesEditor *frames_editor;
	EditorNode *editor;
	Button *button;

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

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

#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H