/**
* eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the
* <e-UCM> research group.
*
* Copyright 2005-2010 <e-UCM> research group.
*
* You can access a list of all the contributors to eAdventure at:
* http://e-adventure.e-ucm.es/contributors
*
* <e-UCM> is a research group of the Department of Software Engineering
* and Artificial Intelligence at the Complutense University of Madrid
* (School of Computer Science).
*
* C Profesor Jose Garcia Santesmases sn,
* 28040 Madrid (Madrid), Spain.
*
* For more info please visit: <http://e-adventure.e-ucm.es> or
* <http://www.e-ucm.es>
*
* ****************************************************************************
*
* This file is part of eAdventure, version 2.0
*
* eAdventure is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* eAdventure 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with eAdventure. If not, see <http://www.gnu.org/licenses/>.
*/
package es.eucm.ead.engine.assets;
/**
* Renderer for special assets (e.g. video), which need to be rendered
* independently of the rest of the elements in the game.
*
* @param <S> The type of the asset
* @param <T> The type of the component used to render the asset
*/
public interface SpecialAssetRenderer<S, T> {
/**
* @param asset the asset to be rendered
* @return The platform-dependent component or element used to rendered the asset
*/
T getComponent(S asset);
/**
* @return true if reproduction of asset has finished
*/
boolean isFinished();
/**
* @return start the reproduction of the asset
*/
boolean start();
/**
* Resets the special asset renderer
*/
void reset();
}