/*************************************************************************/
/*  bone_map.h                                                           */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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#ifndef BONE_MAP_H
#define BONE_MAP_H

#include "skeleton_profile.h"

class BoneMap : public Resource {
	GDCLASS(BoneMap, Resource);

	Ref<SkeletonProfile> profile;
	HashMap<StringName, StringName> bone_map;

	void _update_profile();
	void _validate_bone_map();

protected:
	bool _get(const StringName &p_path, Variant &r_ret) const;
	bool _set(const StringName &p_path, const Variant &p_value);
	virtual void _validate_property(PropertyInfo &property) const override;
	static void _bind_methods();

public:
	int get_profile_type() const;
	void set_profile_type(const int p_profile_type);

	Ref<SkeletonProfile> get_profile() const;
	void set_profile(const Ref<SkeletonProfile> &p_profile);

	int get_skeleton_bone_name_count(const StringName p_skeleton_bone_name) const;

	StringName get_skeleton_bone_name(StringName p_profile_bone_name) const;
	void set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name);

	StringName find_profile_bone_name(StringName p_skeleton_bone_name) const;

	BoneMap();
	~BoneMap();
};

#endif // BONE_MAP_H