/*************************************************************************/
/*  texture_editor_plugin.h                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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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 TEXTURE_EDITOR_PLUGIN_H
#define TEXTURE_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/resources/texture.h"

class TextureEditor : public Control {

	GDCLASS(TextureEditor, Control);

	Ref<Texture> texture;

protected:
	void _notification(int p_what);
	void _gui_input(Ref<InputEvent> p_event);
	void _changed_callback(Object *p_changed, const char *p_prop);
	static void _bind_methods();

public:
	void edit(Ref<Texture> p_texture);
	TextureEditor();
	~TextureEditor();
};

class EditorInspectorPluginTexture : public EditorInspectorPlugin {
	GDCLASS(EditorInspectorPluginTexture, EditorInspectorPlugin)
public:
	virtual bool can_handle(Object *p_object);
	virtual void parse_begin(Object *p_object);
};

class TextureEditorPlugin : public EditorPlugin {

	GDCLASS(TextureEditorPlugin, EditorPlugin);

public:
	virtual String get_name() const { return "Texture"; }

	TextureEditorPlugin(EditorNode *p_node);
};

#endif // TEXTURE_EDITOR_PLUGIN_H
