#ifndef PROP_2D_DATA_DATA_H
#define PROP_2D_DATA_DATA_H

/*************************************************************************/
/*  prop_2d_data_entry.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/transform.h"
#include "core/math/transform_2d.h"
#include "core/object/resource.h"

#include "scene/resources/material/material.h"

#include "modules/modules_enabled.gen.h"

class Prop2DData;
class Prop2DMesher;
class TexturePacker;

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

public:
	Transform get_transform() const;
	void set_transform(const Transform &value);

	Transform2D get_transform_2d() const;
	void set_transform_2d(const Transform2D &value);

	int get_z_index() const;
	void set_z_index(const int value);

	bool get_z_as_relative() const;
	void set_z_as_relative(const bool value);

	bool get_visible() const;
	void set_visible(const bool value);

	Color get_modulate() const;
	void set_modulate(const Color &value);

	Color get_self_modulate() const;
	void set_self_modulate(const Color &value);

	bool get_show_behind_parent() const;
	void set_show_behind_parent(const bool value);

	int get_light_mask() const;
	void set_light_mask(const int value);

	Ref<Material> get_material() const;
	void set_material(const Ref<Material> &value);

	bool get_use_parent_material() const;
	void set_use_parent_material(const bool value);

#ifdef MODULE_TEXTURE_PACKER_ENABLED
	void add_textures_into(Ref<TexturePacker> texture_packer);
#endif

	bool processor_handles(Node *node);
	void processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform);
	Node *processor_get_node_for(const Transform2D &transform);
	bool processor_evaluate_children();

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

	Prop2DDataEntry();
	~Prop2DDataEntry();

protected:
	static void _bind_methods();

private:
	Transform2D _transform;
	int _z_index;
	bool _z_as_relative;

	bool _visible;
	Color _modulate;
	Color _self_modulate;
	bool _show_behind_parent;

	int _light_mask;

	Ref<Material> _material;
	bool _use_parent_material;
};

#endif