#ifndef PROP_2D_DATA_SPRITE_H
#define PROP_2D_DATA_SPRITE_H

/*************************************************************************/
/*  prop_2d_data_sprite.h                                                */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 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:                                             */
/*                                                                       */
/* 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.                */
/*************************************************************************/

#include "core/math/color.h"

#include "scene/resources/texture.h"

#include "prop_2d_data_entry.h"

class Prop2DDataSprite : public Prop2DDataEntry {
	GDCLASS(Prop2DDataSprite, Prop2DDataEntry);

public:
	Ref<Texture> get_texture() const;
	void set_texture(const Ref<Texture> &value);

	Ref<Texture> get_normal_map() const;
	void set_normal_map(const Ref<Texture> &value);

	bool get_centered() const;
	void set_centered(const bool value);

	Vector2 get_offset() const;
	void set_offset(const Vector2 &value);

	bool get_flip_h() const;
	void set_flip_h(const bool value);

	bool get_flip_v() const;
	void set_flip_v(const bool value);

	int get_animation_h_frames() const;
	void set_animation_h_frames(const int value);

	int get_animation_v_frames() const;
	void set_animation_v_frames(const int value);

	int get_animation_frame() const;
	void set_animation_frame(const int value);

	Vector2 get_animation_frame_coords() const;
	void set_animation_frame_coords(const Vector2 &value);

	bool get_region_enabled() const;
	void set_region_enabled(const bool value);

	Rect2 get_region() const;
	void set_region(const Rect2 &value);

	bool get_filter_clip() const;
	void set_filter_clip(const bool value);

	bool _processor_handles(Node *node);
	void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry = Ref<Prop2DDataEntry>());
	Node *_processor_get_node_for(const Transform2D &transform, Node *node = nullptr);

	Prop2DDataSprite();
	~Prop2DDataSprite();

protected:
#ifndef DISABLE_DEPRECATED
	// TODO REMOVE AFTER NEXT RELEASE
	bool _set(const StringName &p_name, const Variant &p_value);
#endif
	static void _bind_methods();

private:
	Ref<Texture> _texture;
	Ref<Texture> _normal_map;

	bool _centered;
	Vector2 _offset;
	bool _flip_h;
	bool _flip_v;

	int _animation_h_frames;
	int _animation_v_frames;
	int _animation_frame;
	Vector2 _animation_frame_coords;

	bool _region_enabled;
	Rect2 _region;

	bool _filter_clip;
};

#endif