/**************************************************************************/
/*  room_manager_editor_plugin.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.                  */
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/* 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     */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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#ifndef ROOM_MANAGER_EDITOR_PLUGIN_H
#define ROOM_MANAGER_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/occluder.h"
#include "scene/3d/portal.h"
#include "scene/3d/room.h"
#include "scene/3d/room_manager.h"
#include "scene/resources/material.h"

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

	RoomManager *_room_manager;

	ToolButton *button_flip_portals;
	EditorNode *editor;

	void _flip_portals();

protected:
	static void _bind_methods();

public:
	virtual String get_name() const { return "RoomManager"; }
	bool has_main_screen() const { return false; }
	virtual void edit(Object *p_object);
	virtual bool handles(Object *p_object) const;
	virtual void make_visible(bool p_visible);

	RoomManagerEditorPlugin(EditorNode *p_node);
	~RoomManagerEditorPlugin();
};

///////////////////////

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

	Room *_room;
	ToolButton *button_generate;
	EditorNode *editor;
	UndoRedo *undo_redo;

	void _generate_points();

protected:
	static void _bind_methods();

public:
	virtual String get_name() const { return "Room"; }
	bool has_main_screen() const { return false; }
	virtual void edit(Object *p_object);
	virtual bool handles(Object *p_object) const;
	virtual void make_visible(bool p_visible);

	RoomEditorPlugin(EditorNode *p_node);
	~RoomEditorPlugin();
};

///////////////////////

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

	Portal *_portal;
	ToolButton *button_flip;
	EditorNode *editor;

	void _flip_portal();

protected:
	static void _bind_methods();

public:
	virtual String get_name() const { return "Portal"; }
	bool has_main_screen() const { return false; }
	virtual void edit(Object *p_object);
	virtual bool handles(Object *p_object) const;
	virtual void make_visible(bool p_visible);

	PortalEditorPlugin(EditorNode *p_node);
	~PortalEditorPlugin();
};

///////////////////////

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

	Occluder *_occluder;
	ToolButton *button_center;
	EditorNode *editor;
	UndoRedo *undo_redo;

	void _center();

protected:
	static void _bind_methods();

public:
	virtual String get_name() const { return "Occluder"; }
	bool has_main_screen() const { return false; }
	virtual void edit(Object *p_object);
	virtual bool handles(Object *p_object) const;
	virtual void make_visible(bool p_visible);

	OccluderEditorPlugin(EditorNode *p_node);
	~OccluderEditorPlugin();
};

#endif // ROOM_MANAGER_EDITOR_PLUGIN_H
