/*************************************************************************/
/*  skeleton_ik_editor_plugin.cpp                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/* The above copyright notice and this permission notice shall be        */
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/*************************************************************************/

#include "skeleton_ik_editor_plugin.h"

#include "scene/animation/skeleton_ik.h"

void SkeletonIKEditorPlugin::_play() {

	if (!skeleton_ik)
		return;

	if (!skeleton_ik->get_parent_skeleton())
		return;

	if (play_btn->is_pressed()) {

		initial_bone_poses.resize(skeleton_ik->get_parent_skeleton()->get_bone_count());
		for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
			initial_bone_poses.write[i] = skeleton_ik->get_parent_skeleton()->get_bone_pose(i);
		}

		skeleton_ik->start();
	} else {
		skeleton_ik->stop();

		if (initial_bone_poses.size() != skeleton_ik->get_parent_skeleton()->get_bone_count())
			return;

		for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
			skeleton_ik->get_parent_skeleton()->set_bone_pose(i, initial_bone_poses[i]);
		}
	}
}

void SkeletonIKEditorPlugin::edit(Object *p_object) {

	if (p_object != skeleton_ik) {
		if (skeleton_ik) {
			play_btn->set_pressed(false);
			_play();
		}
	}

	SkeletonIK *s = Object::cast_to<SkeletonIK>(p_object);
	if (!s)
		return;

	skeleton_ik = s;
}

bool SkeletonIKEditorPlugin::handles(Object *p_object) const {

	return p_object->is_class("SkeletonIK");
}

void SkeletonIKEditorPlugin::make_visible(bool p_visible) {

	if (p_visible)
		play_btn->show();
	else
		play_btn->hide();
}

void SkeletonIKEditorPlugin::_bind_methods() {

	ClassDB::bind_method("_play", &SkeletonIKEditorPlugin::_play);
}

SkeletonIKEditorPlugin::SkeletonIKEditorPlugin(EditorNode *p_node) {

	editor = p_node;
	play_btn = memnew(Button);
	play_btn->set_icon(editor->get_gui_base()->get_icon("Play", "EditorIcons"));
	play_btn->set_text(TTR("Play IK"));
	play_btn->set_toggle_mode(true);
	play_btn->hide();
	play_btn->connect("pressed", this, "_play");
	add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
	skeleton_ik = NULL;
}

SkeletonIKEditorPlugin::~SkeletonIKEditorPlugin() {}
