/*************************************************************************/
/*  baked_lightmap_editor_plugin.h                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/* "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 BAKED_LIGHTMAP_EDITOR_PLUGIN_H
#define BAKED_LIGHTMAP_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/baked_lightmap.h"
#include "scene/resources/material.h"

class BakedLightmapEditorPlugin : public EditorPlugin {

	GDCLASS(BakedLightmapEditorPlugin, EditorPlugin);

	BakedLightmap *lightmap;

	Button *bake;
	EditorNode *editor;

	static EditorProgress *tmp_progress;
	static void bake_func_begin(int p_steps);
	static bool bake_func_step(int p_step, const String &p_description);
	static void bake_func_end();

	void _bake();

protected:
	static void _bind_methods();

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

	BakedLightmapEditorPlugin(EditorNode *p_node);
	~BakedLightmapEditorPlugin();
};

#endif // BAKED_LIGHTMAP_EDITOR_PLUGIN_H
