/* Copyright (C) 2013 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef GUIRenderer_h #define GUIRenderer_h #include "graphics/ShaderTechnique.h" #include "graphics/Texture.h" #include "lib/res/handle.h" #include "ps/CStr.h" #include "ps/Shapes.h" #include struct SGUIImageEffects; struct SGUIImage; namespace GUIRenderer { class IGLState { public: virtual ~IGLState() {}; virtual void Set(const CTexturePtr& tex)=0; virtual void Unset()=0; }; struct SDrawCall { SDrawCall(const SGUIImage* image) : m_Image(image) {} CRect ComputeTexCoords() const; const SGUIImage* m_Image; bool m_HasTexture; CTexturePtr m_Texture; CRect m_ObjectSize; int m_CellID; bool m_EnableBlending; CShaderTechniquePtr m_Shader; CColor m_ShaderColorParameter; CRect m_Vertices; float m_DeltaZ; CColor m_BorderColor; // == CColor() for no border CColor m_BackColor; }; class DrawCalls : public std::vector { public: DrawCalls(); // Copy/assignment results in an empty list, not an actual copy DrawCalls(const DrawCalls&); DrawCalls& operator=(const DrawCalls&); }; } #include "gui/CGUISprite.h" namespace GUIRenderer { void UpdateDrawCallCache(DrawCalls &Calls, const CStr& SpriteName, const CRect& Size, int CellID, std::map &Sprites); void Draw(DrawCalls &Calls, float Z); } #endif // GUIRenderer_h