/* Copyright (C) 2012 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. 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 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. 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 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef INCLUDED_ICMPSELECTABLE
#define INCLUDED_ICMPSELECTABLE

#include "ps/CStrIntern.h"
#include "simulation2/system/Interface.h"

struct CColor;

class ICmpSelectable : public IComponent
{
public:

	enum EOverlayType {
		/// A single textured quad overlay, intended for entities that move around much, like units (e.g. foot soldiers, etc).
		DYNAMIC_QUAD,
		/// A more complex textured line overlay, composed of several textured line segments. Intended for entities that do not
		/// move often, such as buildings (structures).
		STATIC_OUTLINE,
	};

	struct SOverlayDescriptor
	{
		EOverlayType m_Type;
		CStrIntern m_QuadTexture;
		CStrIntern m_QuadTextureMask;
		CStrIntern m_LineTexture;
		CStrIntern m_LineTextureMask;
		float m_LineThickness;
		
		SOverlayDescriptor() : m_LineThickness(0) { }
	};

	/**
	 * Returns true if the entity is only selectable in Atlas editor, e.g. a decorative visual actor.
	 */
	virtual bool IsEditorOnly() = 0;

	/**
	 * Set the selection highlight state.
	 * The highlight is typically a circle/square overlay around the unit.
	 * @param color color and alpha of the selection highlight. Set color.a = 0 to hide the highlight.
	 * @param selected whether the entity is selected; affects desaturation for always visible highlights.
	 */
	virtual void SetSelectionHighlight(const CColor& color, bool selected) = 0;

	/**
	 * Enables or disables rendering of an entity's selectable.
	 * @param visible Whether the selectable should be visible.
	 */
	virtual void SetVisibility(bool visible) = 0;

	/**
	* Enables or disables rendering of all entities selectable.
	* @param visible Whether the selectable should be visible.
	*/
	static void SetOverrideVisibility(bool visible)
	{
		ICmpSelectable::m_OverrideVisible = visible;
	}

	/**
	 * Set the alpha of the selection highlight. Set to 0 to hide the highlight.
	 */
	virtual void SetSelectionHighlightAlpha(float alpha) = 0;

	DECLARE_INTERFACE_TYPE(Selectable)

	// TODO: this is slightly ugly design; it would be nice to change the component system to support per-component-type data 
	// and methods, where we can keep settings like these. Note that any such data store would need to be per-component-manager
	// and not entirely global, to support multiple simulation instances.
	static bool ms_EnableDebugOverlays; // ms for member static

protected:
	static bool m_OverrideVisible;
};

#endif // INCLUDED_ICMPSELECTABLE
