#ifndef OPENMW_COMPONENTS_NIFOSG_LOADER
#define OPENMW_COMPONENTS_NIFOSG_LOADER

#include <components/nif/niffile.hpp>

#include <osg/ref_ptr>
#include <osg/Referenced>

#include "controller.hpp"

namespace osg
{
    class Node;
}

namespace Resource
{
    class ImageManager;
}

namespace NifOsg
{
    typedef std::multimap<float,std::string> TextKeyMap;

    struct TextKeyMapHolder : public osg::Object
    {
    public:
        TextKeyMapHolder() {}
        TextKeyMapHolder(const TextKeyMapHolder& copy, const osg::CopyOp& copyop)
            : osg::Object(copy, copyop)
            , mTextKeys(copy.mTextKeys)
        {}

        TextKeyMap mTextKeys;

        META_Object(NifOsg, TextKeyMapHolder)

    };

    class KeyframeHolder : public osg::Object
    {
    public:
        KeyframeHolder() {}
        KeyframeHolder(const KeyframeHolder& copy, const osg::CopyOp& copyop)
            : mTextKeys(copy.mTextKeys)
            , mKeyframeControllers(copy.mKeyframeControllers)
        {
        }

        TextKeyMap mTextKeys;

        META_Object(OpenMW, KeyframeHolder)

        typedef std::map<std::string, osg::ref_ptr<const KeyframeController> > KeyframeControllerMap;
        KeyframeControllerMap mKeyframeControllers;
    };

    /// The main class responsible for loading NIF files into an OSG-Scenegraph.
    /// @par This scene graph is self-contained and can be cloned using osg::clone if desired. Particle emitters
    ///      and programs hold a pointer to their ParticleSystem, which would need to be manually updated when cloning.
    class Loader
    {
    public:
        /// Create a scene graph for the given NIF. Auto-detects when skinning is used and wraps the graph in a Skeleton if so.
        static osg::ref_ptr<osg::Node> load(Nif::NIFFilePtr file, Resource::ImageManager* imageManager);

        /// Load keyframe controllers from the given kf file.
        static void loadKf(Nif::NIFFilePtr kf, KeyframeHolder& target);

        /// Set whether or not nodes marked as "MRK" should be shown.
        /// These should be hidden ingame, but visible in the editor.
        /// Default: false.
        static void setShowMarkers(bool show);

        static bool getShowMarkers();

    private:

        static bool sShowMarkers;
    };

}

#endif
