/*************************************************************************/
/*  packed_scene_editor_plugin.cpp                                       */
/*************************************************************************/
/*                         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    */
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/*************************************************************************/

#include "packed_scene_editor_plugin.h"

#include "editor/editor_node.h"
#include "scene/gui/button.h"
#include "scene/main/scene_string_names.h"
#include "scene/resources/packed_scene.h"

void PackedSceneEditor::_on_open_scene_pressed() {
	// Using deferred call because changing scene updates the Inspector and thus destroys this plugin.
	EditorNode::get_singleton()->call_deferred("open_request", packed_scene->get_path());
}

void PackedSceneEditor::_bind_methods() {
	ClassDB::bind_method("_on_open_scene_pressed", &PackedSceneEditor::_on_open_scene_pressed);
}

void PackedSceneEditor::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE:
		case NOTIFICATION_THEME_CHANGED: {
			open_scene_button->set_icon(get_theme_icon("PackedScene", "EditorIcons"));
		} break;
	}
}

PackedSceneEditor::PackedSceneEditor(Ref<PackedScene> &p_packed_scene) {
	packed_scene = p_packed_scene;

	open_scene_button = memnew(Button(TTR("Open Scene")));
	open_scene_button->connect("pressed", this, "_on_open_scene_pressed");
	open_scene_button->set_disabled(!packed_scene->get_path().get_file().is_valid_filename());
	add_child(open_scene_button);

	add_child(memnew(Control)); // Add padding before the regular properties.
}

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

bool EditorInspectorPluginPackedScene::can_handle(Object *p_object) {
	return Object::cast_to<PackedScene>(p_object) != nullptr;
}

void EditorInspectorPluginPackedScene::parse_begin(Object *p_object) {
	Ref<PackedScene> packed_scene(p_object);
	PackedSceneEditor *editor = memnew(PackedSceneEditor(packed_scene));
	add_custom_control(editor);
}

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

PackedSceneEditorPlugin::PackedSceneEditorPlugin(EditorNode *p_editor) {
	Ref<EditorInspectorPluginPackedScene> plugin;
	plugin.instance();
	add_inspector_plugin(plugin);
}