/**************************************************************************/
/*  remote_transform_2d.h                                                 */
/**************************************************************************/
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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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#ifndef REMOTE_TRANSFORM_2D_H
#define REMOTE_TRANSFORM_2D_H

#include "scene/2d/node_2d.h"

class RemoteTransform2D : public Node2D {
	GDCLASS(RemoteTransform2D, Node2D);

	NodePath remote_node;

	ObjectID cache;

	bool use_global_coordinates = true;
	bool update_remote_position = true;
	bool update_remote_rotation = true;
	bool update_remote_scale = true;

	void _update_remote();
	void _update_cache();
	//void _node_exited_scene();
protected:
	static void _bind_methods();
	void _notification(int p_what);

public:
	void set_remote_node(const NodePath &p_remote_node);
	NodePath get_remote_node() const;

	void set_use_global_coordinates(const bool p_enable);
	bool get_use_global_coordinates() const;

	void set_update_position(const bool p_update);
	bool get_update_position() const;

	void set_update_rotation(const bool p_update);
	bool get_update_rotation() const;

	void set_update_scale(const bool p_update);
	bool get_update_scale() const;

	void force_update_cache();

	PackedStringArray get_configuration_warnings() const override;

	RemoteTransform2D();
};

#endif // REMOTE_TRANSFORM_2D_H
