/*************************************************************************/
/*  skeleton_2d.h                                                        */
/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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#ifndef SKELETON_2D_H
#define SKELETON_2D_H

#include "scene/2d/node_2d.h"

class Skeleton2D;

class Bone2D : public Node2D {
	GDCLASS(Bone2D, Node2D)

	friend class Skeleton2D;

	Bone2D *parent_bone;
	Skeleton2D *skeleton;
	Transform2D rest;
	float default_length;

	int skeleton_index;

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_rest(const Transform2D &p_rest);
	Transform2D get_rest() const;
	void apply_rest();
	Transform2D get_skeleton_rest() const;

	String get_configuration_warning() const;

	void set_default_length(float p_length);
	float get_default_length() const;

	int get_index_in_skeleton() const;

	Bone2D();
};

class Skeleton2D : public Node2D {
	GDCLASS(Skeleton2D, Node2D);

	friend class Bone2D;

	struct Bone {
		bool operator<(const Bone &p_bone) const {
			return p_bone.bone->is_greater_than(bone);
		}
		Bone2D *bone;
		int parent_index;
		Transform2D accum_transform;
		Transform2D rest_inverse;
	};

	Vector<Bone> bones;

	bool bone_setup_dirty;
	void _make_bone_setup_dirty();
	void _update_bone_setup();

	bool transform_dirty;
	void _make_transform_dirty();
	void _update_transform();

	RID skeleton;

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	int get_bone_count() const;
	Bone2D *get_bone(int p_idx);

	RID get_skeleton() const;
	Skeleton2D();
	~Skeleton2D();
};

#endif // SKELETON_2D_H
