/**************************************************************************/
/*  animation_state_machine_editor.h                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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:                                              */
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/* 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,        */
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/**************************************************************************/

#ifndef ANIMATION_STATE_MACHINE_EDITOR_H
#define ANIMATION_STATE_MACHINE_EDITOR_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/plugins/animation_tree_editor_plugin.h"
#include "editor/property_editor.h"
#include "scene/animation/animation_node_state_machine.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"

class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
	GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin);

	Ref<AnimationNodeStateMachine> state_machine;

	ToolButton *tool_select;
	ToolButton *tool_create;
	ToolButton *tool_connect;
	LineEdit *name_edit;

	HBoxContainer *tool_erase_hb;
	ToolButton *tool_erase;
	ToolButton *tool_autoplay;
	ToolButton *tool_end;

	OptionButton *transition_mode;
	OptionButton *play_mode;

	PanelContainer *panel;

	StringName selected_node;

	HScrollBar *h_scroll;
	VScrollBar *v_scroll;

	Control *state_machine_draw;
	Control *state_machine_play_pos;

	PanelContainer *error_panel;
	Label *error_label;

	bool updating;

	UndoRedo *undo_redo;

	static AnimationNodeStateMachineEditor *singleton;

	void _state_machine_gui_input(const Ref<InputEvent> &p_event);
	void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance);
	void _state_machine_draw();
	void _state_machine_pos_draw();

	void _update_graph();

	PopupMenu *menu;
	PopupMenu *animations_menu;
	Vector<String> animations_to_add;

	Vector2 add_node_pos;

	bool dragging_selected_attempt;
	bool dragging_selected;
	Vector2 drag_from;
	Vector2 drag_ofs;
	StringName snap_x;
	StringName snap_y;

	bool connecting;
	StringName connecting_from;
	Vector2 connecting_to;
	StringName connecting_to_node;

	void _add_menu_type(int p_index);
	void _add_animation_type(int p_index);

	void _removed_from_graph();

	struct NodeRect {
		StringName node_name;
		Rect2 node;
		Rect2 play;
		Rect2 name;
		Rect2 edit;
	};

	Vector<NodeRect> node_rects;

	struct TransitionLine {
		StringName from_node;
		StringName to_node;
		Vector2 from;
		Vector2 to;
		AnimationNodeStateMachineTransition::SwitchMode mode;
		StringName advance_condition_name;
		bool advance_condition_state;
		bool disabled;
		bool auto_advance;
		float width;
	};

	Vector<TransitionLine> transition_lines;

	StringName selected_transition_from;
	StringName selected_transition_to;

	StringName over_node;
	int over_node_what;

	String prev_name;
	void _name_edited(const String &p_text);
	void _name_edited_focus_out();
	void _open_editor(const String &p_name);
	void _scroll_changed(double);

	void _clip_src_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);
	void _clip_dst_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);

	void _erase_selected();
	void _update_mode();
	void _autoplay_selected();
	void _end_selected();

	bool last_active;
	StringName last_blend_from_node;
	StringName last_current_node;
	Vector<StringName> last_travel_path;
	float last_play_pos;
	float play_pos;
	float current_length;

	float error_time;
	String error_text;

	EditorFileDialog *open_file;
	Ref<AnimationNode> file_loaded;
	void _file_opened(const String &p_file);

	enum {
		MENU_LOAD_FILE = 1000,
		MENU_PASTE = 1001,
		MENU_LOAD_FILE_CONFIRM = 1002
	};

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

public:
	static AnimationNodeStateMachineEditor *get_singleton() { return singleton; }
	virtual bool can_edit(const Ref<AnimationNode> &p_node);
	virtual void edit(const Ref<AnimationNode> &p_node);
	virtual CursorShape get_cursor_shape(const Point2 &p_pos) const;
	AnimationNodeStateMachineEditor();
};

#endif // ANIMATION_STATE_MACHINE_EDITOR_H
