/*************************************************************************/
/*  physical_bone_plugin.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef PHYSICAL_BONE_PLUGIN_H
#define PHYSICAL_BONE_PLUGIN_H

#include "editor/editor_node.h"

class PhysicalBoneEditor : public Object {
	GDCLASS(PhysicalBoneEditor, Object);

	EditorNode *editor;
	HBoxContainer *spatial_editor_hb;
	ToolButton *button_transform_joint;

	PhysicalBone *selected;

protected:
	static void _bind_methods();

private:
	void _on_toggle_button_transform_joint(bool p_is_pressed);
	void _set_move_joint();

public:
	PhysicalBoneEditor(EditorNode *p_editor);
	~PhysicalBoneEditor();

	void set_selected(PhysicalBone *p_pb);

	void hide();
	void show();
};

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

	EditorNode *editor;
	PhysicalBone *selected;
	PhysicalBoneEditor physical_bone_editor;

public:
	virtual String get_name() const { return "PhysicalBone"; }
	virtual bool handles(Object *p_object) const { return p_object->is_class("PhysicalBone"); }
	virtual void make_visible(bool p_visible);
	virtual void edit(Object *p_node);

	PhysicalBonePlugin(EditorNode *p_editor);
};

#endif
