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#ifndef COMPONENTREQUIREMENT_H
#define COMPONENTREQUIREMENT_H
#include "Runtime/Utilities/vector_set.h"
#include <string>
#include <map>
#include <list>
#include <vector>
// Returns all components that are required for a component
// of componentClassID to run.
const vector_set<int>& FindRequiredComponentsForComponent (int componentClassID);
void FindAllRequiredComponentsRecursive (int componentClassID, vector_set<int>& results);
const vector_set<int>& FindConflictingComponents (int classID);
// Can the component with componentClassID, be more than once in a gameobject?
bool DoesComponentAllowMultipleInclusion (int componentClassID);
struct GOComponentDescription
{
int classID;
std::string name;
GOComponentDescription (const std::string& inName, int inClassID) { name = inName; classID = inClassID; }
};
typedef std::list<std::pair<std::string, std::vector<GOComponentDescription> > > ComponentsHierarchy;
// Returns a sorted hierarchy of components
const ComponentsHierarchy& GetComponentsHierarchy ();
int GetAllowComponentReplacementClass (int classID);
void InitComponentRequirements ();
#endif
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