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//-----------------------------------------------------------------------------
// Name: actors_editor.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/overgrowth_geometry.h>
#include <Game/EntityDescription.h>
#include <Online/online_datastructures.h>
#include <string>
class SceneGraph;
class Object;
bool ActorsEditor_AddEntity(SceneGraph *scenegraph, Object* o, std::map<int,int>* id_remap = NULL, bool group_addition = false, bool level_loading = false);
void ActorsEditor_CopySelectedEntities(SceneGraph *scenegraph, EntityDescriptionList *desc_list);
int ActorsEditor_LoadEntitiesFromFile(const std::string& filename, EntityDescriptionList &desc_list, std::string* file_type, Path* res_path);
int ActorsEditor_LoadEntitiesFromFile(const Path& path, EntityDescriptionList &desc_list, std::string* file_type);
std::vector<Object*> ActorsEditor_AddEntitiesAtMouse(const Path& source, SceneGraph *scenegraph, const EntityDescriptionList& desc_list, LineSegment mouseray, bool in_new_prefab);
std::vector<Object*> ActorsEditor_AddEntitiesAtPosition(const Path& source, SceneGraph *scenegraph, const EntityDescriptionList& desc_list, vec3 position, bool in_new_prefab, CommonObjectID hostid = 0);
void ActorsEditor_AddEntitiesIntoPrefab(Object* obj, SceneGraph *scenegraph, const EntityDescriptionList& desc_list);
void ActorsEditor_UnlocalizeIDs(EntityDescriptionList *desc_list, SceneGraph *scenegraph);
void ActorsEditor_AddEntitiesIntoPrefab(Object* obj, const EntityDescriptionList& desc_list);
EntityType GetTypeFromDesc(const EntityDescription& desc);
Object* CreateObjectFromDesc( const EntityDescription& desc );
void LocalizeIDs(EntityDescriptionList *desc_list, bool keep_external_connections);
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