mutation SceneCreate($input: SceneCreateInput!) {
  sceneCreate(input: $input) {
    ...SceneData
  }
}

mutation SceneUpdate($input: SceneUpdateInput!) {
  sceneUpdate(input: $input) {
    ...SceneData
  }
}

mutation BulkSceneUpdate($input: BulkSceneUpdateInput!) {
  bulkSceneUpdate(input: $input) {
    ...SceneData
  }
}

mutation ScenesUpdate($input: [SceneUpdateInput!]!) {
  scenesUpdate(input: $input) {
    ...SceneData
  }
}

mutation SceneSaveActivity(
  $id: ID!
  $resume_time: Float
  $playDuration: Float
) {
  sceneSaveActivity(
    id: $id
    resume_time: $resume_time
    playDuration: $playDuration
  )
}

mutation SceneAddPlay($id: ID!, $times: [Timestamp!]) {
  sceneAddPlay(id: $id, times: $times) {
    count
    history
  }
}

mutation SceneDeletePlay($id: ID!, $times: [Timestamp!]) {
  sceneDeletePlay(id: $id, times: $times) {
    count
    history
  }
}

mutation SceneResetPlayCount($id: ID!) {
  sceneResetPlayCount(id: $id)
}

mutation SceneAddO($id: ID!, $times: [Timestamp!]) {
  sceneAddO(id: $id, times: $times) {
    count
    history
  }
}

mutation SceneDeleteO($id: ID!, $times: [Timestamp!]) {
  sceneDeleteO(id: $id, times: $times) {
    count
    history
  }
}

mutation SceneResetO($id: ID!) {
  sceneResetO(id: $id)
}

mutation SceneDestroy(
  $id: ID!
  $delete_file: Boolean
  $delete_generated: Boolean
) {
  sceneDestroy(
    input: {
      id: $id
      delete_file: $delete_file
      delete_generated: $delete_generated
    }
  )
}

mutation ScenesDestroy(
  $ids: [ID!]!
  $delete_file: Boolean
  $delete_generated: Boolean
) {
  scenesDestroy(
    input: {
      ids: $ids
      delete_file: $delete_file
      delete_generated: $delete_generated
    }
  )
}

mutation SceneGenerateScreenshot($id: ID!, $at: Float) {
  sceneGenerateScreenshot(id: $id, at: $at)
}

mutation SceneAssignFile($input: AssignSceneFileInput!) {
  sceneAssignFile(input: $input)
}

mutation SceneMerge($input: SceneMergeInput!) {
  sceneMerge(input: $input) {
    id
  }
}
