/**************************************************************************/
/*  navigation_link_2d_editor_plugin.h                                    */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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  */
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/**************************************************************************/

#ifndef NAVIGATION_LINK_2D_EDITOR_PLUGIN_H
#define NAVIGATION_LINK_2D_EDITOR_PLUGIN_H

#include "editor/editor_plugin.h"
#include "scene/2d/navigation_link_2d.h"

class CanvasItemEditor;

class NavigationLink2DEditor : public Control {
	GDCLASS(NavigationLink2DEditor, Control);

	CanvasItemEditor *canvas_item_editor = nullptr;
	NavigationLink2D *node = nullptr;

	bool start_grabbed = false;
	Vector2 original_start_position;

	bool end_grabbed = false;
	Vector2 original_end_position;

protected:
	void _notification(int p_what);
	void _node_removed(Node *p_node);

public:
	bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
	void forward_canvas_draw_over_viewport(Control *p_overlay);
	void edit(NavigationLink2D *p_node);
};

class NavigationLink2DEditorPlugin : public EditorPlugin {
	GDCLASS(NavigationLink2DEditorPlugin, EditorPlugin);

	NavigationLink2DEditor *editor = nullptr;

public:
	virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return editor->forward_canvas_gui_input(p_event); }
	virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { editor->forward_canvas_draw_over_viewport(p_overlay); }

	virtual String get_name() const override { return "NavigationLink2D"; }
	bool has_main_screen() const override { return false; }
	virtual void edit(Object *p_object) override;
	virtual bool handles(Object *p_object) const override;
	virtual void make_visible(bool p_visible) override;

	NavigationLink2DEditorPlugin();
};

#endif // NAVIGATION_LINK_2D_EDITOR_PLUGIN_H