/*************************************************************************/
/*  scene_tree_dock.h                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef SCENE_TREE_DOCK_H
#define SCENE_TREE_DOCK_H

#include "scene/gui/control.h"
#include "scene/gui/tree.h"
#include "scene/gui/label.h"
#include "scene/gui/button.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/box_container.h"
#include "scene_tree_editor.h"
#include "create_dialog.h"
#include "editor_data.h"
#include "groups_editor.h"
#include "connections_dialog.h"
#include "script_create_dialog.h"
#include "reparent_dialog.h"
#include "scene/animation/animation_player.h"
#include "editor_sub_scene.h"
class EditorNode;

class SceneTreeDock : public VBoxContainer {

	OBJ_TYPE( SceneTreeDock, VBoxContainer );

	enum Tool {

		TOOL_NEW,
		TOOL_INSTANCE,
		TOOL_REPLACE,
		TOOL_CONNECT,
		TOOL_GROUP,
		TOOL_SCRIPT,
		TOOL_MOVE_UP,
		TOOL_MOVE_DOWN,
		TOOL_DUPLICATE,
		TOOL_REPARENT,
		TOOL_NEW_SCENE_FROM,
		TOOL_MULTI_EDIT,
		TOOL_ERASE,
		TOOL_BUTTON_MAX
	};



	int current_option;
	CreateDialog *create_dialog;

	ToolButton *tool_buttons[TOOL_BUTTON_MAX];
	SceneTreeEditor *scene_tree;

	HBoxContainer *tool_hbc;
	void _tool_selected(int p_tool, bool p_confirm_override = false);

	EditorData *editor_data;
	EditorSelection *editor_selection;

	GroupsEditor *groups_editor;
	ConnectionsDialog *connect_dialog;
	ScriptCreateDialog *script_create_dialog;
	AcceptDialog *accept;
	ConfirmationDialog *delete_dialog;

	ReparentDialog *reparent_dialog;
	EditorFileDialog *file;
	EditorSubScene *import_subscene_dialog;
	EditorFileDialog *new_scene_from_dialog;

	bool first_enter;

	void _create();
	Node *scene_root;
	Node *edited_scene;
	EditorNode *editor;

	Node *_duplicate(Node *p_node, Map<Node*,Node*> &duplimap);
	void _node_reparent(NodePath p_path, bool p_keep_global_xform);
	void _set_owners(Node *p_owner, const Array& p_nodes);
	void _load_request(const String& p_path);
	void _script_open_request(const Ref<Script>& p_script);

	bool _cyclical_dependency_exists(const String& p_target_scene_path, Node* p_desired_node);

	void _node_selected();
	void _node_renamed();
	void _script_created(Ref<Script> p_script);

	void _delete_confirm();
	void _update_tool_buttons();

	void _node_prerenamed(Node* p_node, const String& p_new_name);

	void _unhandled_key_input(InputEvent p_event);

	void _import_subscene();

	void _new_scene_from(String p_file);

	bool _validate_no_foreign();
	void _selection_changed();

	void _fill_path_renames(Vector<StringName> base_path,Vector<StringName> new_base_path,Node * p_node, List<Pair<NodePath,NodePath> > *p_renames);

protected:

	void _notification(int p_what);
	static void _bind_methods();
public:

	void import_subscene();
	void set_edited_scene(Node* p_scene);
	Node* instance(const String& p_path);
	void set_selected(Node *p_node, bool p_emit_selected=false);
	void fill_path_renames(Node* p_node, Node *p_new_parent, List<Pair<NodePath,NodePath> > *p_renames);
	void perform_node_renames(Node* p_base,List<Pair<NodePath,NodePath> > *p_renames, Map<Ref<Animation>, Set<int> > *r_rem_anims=NULL);
	SceneTreeEditor *get_tree_editor() { return scene_tree; }

	SceneTreeDock(EditorNode *p_editor,Node *p_scene_root,EditorSelection *p_editor_selection,EditorData &p_editor_data);
};

#endif // SCENE_TREE_DOCK_H