/*
    Crystal Space Entity Layer
    Copyright (C) 2005 by Jorrit Tyberghein
  
    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.
  
    This library 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
    Library General Public License for more details.
  
    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/

#ifndef __CEL_PF_LIGHTFACT__
#define __CEL_PF_LIGHTFACT__

#include "cstypes.h"
#include "iutil/comp.h"
#include "iutil/eventh.h"
#include "csutil/scf.h"
#include "csutil/weakref.h"
#include "physicallayer/propclas.h"
#include "physicallayer/propfact.h"
#include "physicallayer/facttmpl.h"
#include "celtool/stdpcimp.h"
#include "celtool/stdparams.h"
#include "propclass/light.h"

struct iCelEntity;
struct iLight;
struct iEngine;
class csVector3;

/**
 * Factory for light.
 */
CEL_DECLARE_FACTORY (Light)

/**
 * This is a light property class.
 */
class celPcLight : public scfImplementationExt1<
	celPcLight, celPcCommon, iPcLight>
{
private:
  csRef<iLight> light;
  csWeakRef<iEngine> engine;

  static csStringID id_name;
  static csStringID id_pos;

  enum actionids
  {
    action_setlight = 0,
    action_movelight
  };
  static PropertyHolder propinfo;

public:
  celPcLight (iObjectRegistry* object_reg);
  virtual ~celPcLight ();
  /**
   * Assign a named light to this property class.
   * Returns false if light cannot be found.
   */
  virtual bool SetLight (const char* lightname);
  /**
   * Assign a light to this property class.
   */
  virtual void SetLight (iLight* mesh);
  /**
   * Get the light.
   */
  virtual iLight* GetLight () const { return light; }

  virtual const char* GetName () const { return "pclight"; }
  virtual csPtr<iCelDataBuffer> Save ();
  virtual bool Load (iCelDataBuffer* databuf);
  virtual bool PerformActionIndexed (int idx, iCelParameterBlock* params,
      celData& ret);
};

#endif // __CEL_PF_LIGHTFACT__

