/**************************************************************************/
/*  tool_button_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.                  */
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/* 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     */
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#pragma once

#include "editor/inspector/editor_inspector.h"
#include "editor/plugins/editor_plugin.h"

class EditorInspectorToolButtonPlugin : public EditorInspectorPlugin {
	GDCLASS(EditorInspectorToolButtonPlugin, EditorInspectorPlugin);

	void _call_action(const Variant &p_object, const StringName &p_property);

public:
	virtual bool can_handle(Object *p_object) override;
	virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide = false) override;
};

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

public:
	virtual String get_plugin_name() const override { return "ToolButtonEditorPlugin"; }

	ToolButtonEditorPlugin();
};
