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//-----------------------------------------------------------------------------
// Name: asfuncs.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 <string>
#include <map>
#include <cstdint>
class asIScriptContext;
struct asSMessageInfo;
void PrintString(std::string &str);
void MessageCallback(const asSMessageInfo *msg, void *param);
class SceneGraph;
class Engine;
class ASContext;
class MovementObject;
void AttachASNetwork(ASContext* context);
void AttachStringConvert(ASContext *context);
void AttachUIQueries(ASContext *context);
void AttachMathFuncs(ASContext *context);
void Attach3DMathFuncs(ASContext *context);
void AttachActiveCamera(ASContext *context);
void AttachMovementObjectCamera(ASContext *context, MovementObject* mo);
void AttachTimer(ASContext *context);
void AttachPhysics(ASContext *context);
void AttachSound( ASContext *context );
void AttachParticles( ASContext *context );
void AttachDebugDraw( ASContext *context );
void AttachDecals( ASContext *context );
void AttachEngine( ASContext *context );
void AttachScenegraph( ASContext *context, SceneGraph *scenegraph );
void AttachLevel( ASContext *context );
void AttachInterlevelData( ASContext *context );
void AttachIMGUI( ASContext *context );
void AttachIMGUIModding( ASContext *context );
void AttachNavMesh(ASContext *context);
void AttachMessages(ASContext *context);
void AttachScreenWidth(ASContext *context);
void AttachObject(ASContext *context);
void AttachPlaceholderObject(ASContext *context);
void AttachTokenIterator(ASContext *context);
void AttachError(ASContext *context);
void AttachSky( ASContext *context );
void AttachSimpleFile( ASContext *context );
void AttachStopwatch( ASContext *context );
void AttachProfiler( ASContext* context );
void AttachTelemetry( ASContext *context );
void AttachUndo( ASContext *context );
void AttachLog( ASContext *context );
void AttachInfo( ASContext *context );
void AttachJSON( ASContext *context );
void AttachConfig( ASContext *context );
void AttachStringUtil( ASContext *context );
void AttachIO( ASContext *context );
void AttachLevelDetails(ASContext *context);
void AttachModding( ASContext* context );
void AttachStorage( ASContext* context );
void AttachDebug( ASContext *context );
void AttachOnline( ASContext * context);
void ReloadConfigValues();
void SetSettingsToPreset( std::string preset_name );
int ASCreateObject(const std::string& path, bool exclude_from_save);
class Object* ReadObjectFromID(int id);
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