2018-05-06 00:01:36 +02:00

92 lines
2.3 KiB
C++

// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code 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
// ==============================================================
#ifndef _SHARED_GRAPHICS_GRAPHICSINTERFACE_H_
#define _SHARED_GRAPHICS_GRAPHICSINTERFACE_H_
#include "map_preview.h"
#include "leak_dumper.h"
using namespace Shared::Map;
namespace Shared {
namespace Graphics {
class GraphicsFactory;
class Context;
class Texture2D;
class Model;
enum ResourceScope {
rsGlobal,
rsMenu,
rsGame,
rsCount
};
class RendererInterface {
public:
virtual Texture2D *newTexture2D(ResourceScope rs) = 0;
virtual Model *newModel(ResourceScope rs, const string &path, bool deletePixMapAfterLoad = false, std::map<string, vector<pair<string, string> > > *loadedFileList = NULL, string *sourceLoader = NULL) = 0;
virtual ~RendererInterface() {
}
};
class RendererMapInterface {
public:
virtual void initMapSurface(int clientW, int clientH) = 0;
virtual void renderMap(MapPreview *map, int x, int y, int clientW, int clientH, int cellSize, bool grid, bool heightMap, bool hideWater) = 0;
virtual ~RendererMapInterface() {
}
};
// =====================================================
// class GraphicsInterface
//
/// Interface for the graphic engine
// =====================================================
class GraphicsInterface {
private:
GraphicsFactory *graphicsFactory;
Context *currentContext;
private:
friend class TextureManager;
friend class FontManager;
private:
GraphicsInterface();
GraphicsInterface(GraphicsInterface &);
void operator=(GraphicsInterface &);
public:
static GraphicsInterface &getInstance();
void setFactory(GraphicsFactory *graphicsFactory);
void setCurrentContext(Context *context);
Context *getCurrentContext() const {
return currentContext;
}
GraphicsFactory *getFactory() const {
return graphicsFactory;
}
};
}
}//end namespace
#endif