#ifndef GUIRenderer_h #define GUIRenderer_h #include "lib/res/handle.h" #include "ps/Overlay.h" #include "ps/CStr.h" #include struct SGUIImageEffects; namespace GUIRenderer { class IGLState { public: virtual ~IGLState() {}; virtual void Set(Handle tex)=0; virtual void Unset()=0; }; struct SDrawCall { SDrawCall() : m_TexHandle(0), m_Effects(NULL) {} Handle m_TexHandle; bool m_EnableBlending; IGLState* m_Effects; CRect m_Vertices; CRect m_TexCoords; float m_DeltaZ; CColor m_BorderColor; // == CColor() for no border CColor m_BackColor; }; class DrawCalls : public std::vector { public: void clear(); DrawCalls(); DrawCalls(const DrawCalls&); const DrawCalls& operator=(const DrawCalls&); ~DrawCalls(); }; } #include "gui/CGUISprite.h" namespace GUIRenderer { void UpdateDrawCallCache(DrawCalls &Calls, CStr&SpriteName, CRect& Size, int CellID, std::map &Sprites); void Draw(DrawCalls &Calls); } #endif // GUIRenderer_h