/**************************************************************************/
/*  gltf_document_extension.h                                             */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* 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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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/**************************************************************************/

#ifndef GLTF_DOCUMENT_EXTENSION_H
#define GLTF_DOCUMENT_EXTENSION_H

#include "../gltf_state.h"

class GLTFDocumentExtension : public Resource {
	GDCLASS(GLTFDocumentExtension, Resource);

protected:
	static void _bind_methods();

public:
	// Import process.
	virtual Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions);
	virtual Vector<String> get_supported_extensions();
	virtual Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions);
	virtual Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
	virtual Error import_post_parse(Ref<GLTFState> p_state);
	virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
	virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
	// Export process.
	virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
	virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
	virtual Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
	virtual Error export_post(Ref<GLTFState> p_state);

	// Import process.
	GDVIRTUAL2R(Error, _import_preflight, Ref<GLTFState>, Vector<String>);
	GDVIRTUAL0R(Vector<String>, _get_supported_extensions);
	GDVIRTUAL3R(Error, _parse_node_extensions, Ref<GLTFState>, Ref<GLTFNode>, Dictionary);
	GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
	GDVIRTUAL1R(Error, _import_post_parse, Ref<GLTFState>);
	GDVIRTUAL4R(Error, _import_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
	GDVIRTUAL2R(Error, _import_post, Ref<GLTFState>, Node *);
	// Export process.
	GDVIRTUAL2R(Error, _export_preflight, Ref<GLTFState>, Node *);
	GDVIRTUAL3(_convert_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
	GDVIRTUAL4R(Error, _export_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
	GDVIRTUAL1R(Error, _export_post, Ref<GLTFState>);
};

#endif // GLTF_DOCUMENT_EXTENSION_H