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/*************************************************************************/
/*  bone_map.h                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* 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 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);
	void _validate_property(PropertyInfo &p_property) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	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