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

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 __DECLSKIN_H__
#define __DECLSKIN_H__

#include "idlib/containers/StrList.h"
#include "framework/DeclManager.h"
#include "renderer/Material.h"

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

	idDeclSkin

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

typedef struct {
	const idMaterial *		from;			// 0 == any unmatched shader
	const idMaterial *		to;
} skinMapping_t;

class idDeclSkin : public idDecl {
public:
	virtual size_t			Size( void ) const;
	virtual bool			SetDefaultText( void );
	virtual const char *	DefaultDefinition( void ) const;
	virtual bool			Parse( const char *text, const int textLength );
	virtual void			FreeData( void );

	const idMaterial *		RemapShaderBySkin( const idMaterial *shader ) const;

							// model associations are just for the preview dialog in the editor
	const int				GetNumModelAssociations() const;
	const char *			GetAssociatedModel( int index ) const;

private:
	idList<skinMapping_t>	mappings;
	idStrList				associatedModels;
};

#endif /* !__DECLSKIN_H__ */