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#pragma once
#include "gameMainSelector.h"
#include "worldOverlay.h"
#include <game/gamestate.h>
#include <game/network/network.h>
#include <gfx/models/texture.h>
template<typename> class Ray;
class EditNetwork : public GameMainSelector::Component, public WorldOverlay {
public:
explicit EditNetwork(Network *);
bool click(const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &) override;
bool move(const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> &) override;
bool handleInput(const SDL_Event &) override;
void render(const SceneShader &, const Frustum &) const override;
void render(bool & open) override;
private:
[[nodiscard]] std::optional<CreationDefinitionEnd> resolveRay(const Ray<GlobalPosition3D> &) const;
Network * network;
bool continuousMode {false};
std::optional<CreationDefinitionEnd> currentStart;
Link::Collection candidates;
};
template<typename T> class EditNetworkOf : public EditNetwork {
public:
template<typename... P>
explicit EditNetworkOf(P &&... params) : EditNetwork(gameState->world.findOrCreate<T>(), std::forward<P>(params)...)
{
}
};
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