/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#ifndef __GAME_EDIT_H__
#define __GAME_EDIT_H__

#include "framework/DeclPDA.h"

#include "physics/Force_Drag.h"
#include "Entity.h"

class Player;

/*
===============================================================================

	Ingame cursor.

===============================================================================
*/

class idCursor3D : public idEntity {
public:
	CLASS_PROTOTYPE( idCursor3D );

							idCursor3D( void );
							~idCursor3D( void );

	void					Spawn( void );
	void					Present( void );
	void					Think( void );

	idForce_Drag			drag;
	idVec3					draggedPosition;
};


/*
===============================================================================

	Allows entities to be dragged through the world with physics.

===============================================================================
*/

class idDragEntity {
public:
							idDragEntity( void );
							~idDragEntity( void );

	void					Clear();
	void					Update( idPlayer *player );
	void					SetSelected( idEntity *ent );
	idEntity *				GetSelected( void ) const { return selected.GetEntity(); }
	void					DeleteSelected( void );
	void					BindSelected( void );
	void					UnbindSelected( void );

private:
	idEntityPtr<idEntity>	dragEnt;			// entity being dragged
	jointHandle_t			joint;				// joint being dragged
	int						id;					// id of body being dragged
	idVec3					localEntityPoint;	// dragged point in entity space
	idVec3					localPlayerPoint;	// dragged point in player space
	idStr					bodyName;			// name of the body being dragged
	idCursor3D *			cursor;				// cursor entity
	idEntityPtr<idEntity>	selected;			// last dragged entity

	void					StopDrag( void );
};


/*
===============================================================================

	Handles ingame entity editing.

===============================================================================
*/
typedef struct selectedTypeInfo_s {
	idTypeInfo *typeInfo;
	idStr		textKey;
} selectedTypeInfo_t;

class idEditEntities {
public:
							idEditEntities( void );
	bool					SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip );
	void					AddSelectedEntity( idEntity *ent );
	void					RemoveSelectedEntity( idEntity *ent );
	void					ClearSelectedEntities( void );
	void					DisplayEntities( void );
	bool					EntityIsSelectable( idEntity *ent, idVec4 *color = NULL, idStr *text = NULL );
private:
	int						nextSelectTime;
	idList<selectedTypeInfo_t> selectableEntityClasses;
	idList<idEntity *>		selectedEntities;
};

#endif /* !__GAME_EDIT_H__ */