/*************************************************************************/
/*  texture_3d_editor_plugin.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 TEXTURE_3D_EDITOR_PLUGIN_H
#define TEXTURE_3D_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"

class Texture3DEditor : public Control {
	GDCLASS(Texture3DEditor, Control);

	SpinBox *layer;
	Label *info;
	Ref<Texture3D> texture;

	Ref<Shader> shader;
	Ref<ShaderMaterial> material;

	Control *texture_rect;

	void _make_shaders();

	void _update_material();
	bool setting;
	void _layer_changed(double) {
		if (!setting) {
			_update_material();
		}
	}

	void _texture_rect_update_area();
	void _texture_rect_draw();

protected:
	void _notification(int p_what);
	void _gui_input(Ref<InputEvent> p_event);
	void _changed_callback(Object *p_changed, const char *p_prop) override;
	static void _bind_methods();

public:
	void edit(Ref<Texture3D> p_texture);
	Texture3DEditor();
	~Texture3DEditor();
};

class EditorInspectorPlugin3DTexture : public EditorInspectorPlugin {
	GDCLASS(EditorInspectorPlugin3DTexture, EditorInspectorPlugin);

public:
	virtual bool can_handle(Object *p_object) override;
	virtual void parse_begin(Object *p_object) override;
};

class Texture3DEditorPlugin : public EditorPlugin {
	GDCLASS(Texture3DEditorPlugin, EditorPlugin);

public:
	virtual String get_name() const override { return "Texture3D"; }

	Texture3DEditorPlugin(EditorNode *p_node);
};

#endif // TEXTURE_EDITOR_PLUGIN_H