text: /*************************************************************************/
  /*  skeleton_2d_editor_plugin.cpp                                        */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* 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 "skeleton_2d_editor_plugin.h"
  
  #include "canvas_item_editor_plugin.h"
  #include "core/callable_method_pointer.h"
  #include "core/method_bind.h"
  #include "core/translation_helpers.h"
  #include "editor/editor_node.h"
  #include "scene/2d/mesh_instance_2d.h"
  #include "scene/gui/box_container.h"
  #include "scene/gui/menu_button.h"
  #include "scene/gui/dialogs.h"
  #include "thirdparty/misc/clipper.hpp"
  
  IMPL_GDCLASS(Skeleton2DEditor)
  IMPL_GDCLASS(Skeleton2DEditorPlugin)
  
  void Skeleton2DEditor::_node_removed(Node *p_node) {
  
      if (p_node == node) {
          node = nullptr;
          options->hide();
      }
  }
  
  void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
  
      node = p_sprite;
  }
  
  void Skeleton2DEditor::_menu_option(int p_option) {
  
      if (!node) {
          return;
      }
  
      switch (p_option) {
          case MENU_OPTION_MAKE_REST: {
  
              if (node->get_bone_count() == 0) {
                  err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
                  err_dialog->popup_centered_minsize();
                  return;
              }
              UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
              ur->create_action(TTR("Create Rest Pose from Bones"));
              for (int i = 0; i < node->get_bone_count(); i++) {
                  Bone2D *bone = node->get_bone(i);
                  ur->add_do_method(bone, "set_rest", bone->get_transform());
                  ur->add_undo_method(bone, "set_rest", bone->get_rest());
              }
              ur->commit_action();
  
          } break;
          case MENU_OPTION_SET_REST: {
              if (node->get_bone_count() == 0) {
                  err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
                  err_dialog->popup_centered_minsize();
                  return;
              }
              UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
              ur->create_action(TTR("Set Rest Pose to Bones"));
              for (int i = 0; i < node->get_bone_count(); i++) {
                  Bone2D *bone = node->get_bone(i);
                  ur->add_do_method(bone, "set_transform", bone->get_rest());
                  ur->add_undo_method(bone, "set_transform", bone->get_transform());
              }
              ur->commit_action();
  
          } break;
      }
  }
  
  void Skeleton2DEditor::_bind_methods() {
  }
  
  Skeleton2DEditor::Skeleton2DEditor() {
  
      options = memnew(MenuButton);
  
      CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
  
      options->set_text(TTR("Skeleton2D"));
      options->set_button_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Skeleton2D", "EditorIcons"));
  
      options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
      options->get_popup()->add_separator();
      options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
      options->set_switch_on_hover(true);
  
      options->get_popup()->connect("id_pressed",callable_mp(this, &ClassName::_menu_option));
  
      err_dialog = memnew(AcceptDialog);
      add_child(err_dialog);
  }
  
  void Skeleton2DEditorPlugin::edit(Object *p_object) {
  
      sprite_editor->edit(object_cast<Skeleton2D>(p_object));
  }
  
  bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
  
      return p_object->is_class("Skeleton2D");
  }
  
  void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
  
      if (p_visible) {
          sprite_editor->options->show();
      } else {
  
          sprite_editor->options->hide();
          sprite_editor->edit(nullptr);
      }
  }
  
  Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
  
      editor = p_node;
      sprite_editor = memnew(Skeleton2DEditor);
      editor->get_viewport()->add_child(sprite_editor);
      Skeleton2DEditorPlugin::make_visible(false);
  
      //sprite_editor->options->hide();
  }
  
  Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() = default;
  