/** * 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.drawables; import com.badlogic.gdx.graphics.Texture; import es.eucm.ead.engine.assets.RuntimeAsset; import es.eucm.ead.engine.canvas.GdxCanvas; import es.eucm.ead.model.assets.drawable.EAdDrawable; import java.util.List; /** * <p> * Represents a {@link es.eucm.ead.engine.assets.RuntimeAsset} that can be directly drawn into the screen * </p> * * @param <T> The class of the {@link EAdDrawable} object */ public interface RuntimeDrawable<T extends EAdDrawable> extends RuntimeAsset<T> { /** * Returns the width of the asset * * @return the width of the asset */ int getWidth(); /** * Returns the height of the asset * * @return the height of the asset */ int getHeight(); /** * Render the asset at (0, 0) position (transformations are applied in the * canvas) * * @param c The canvas where to render the asset */ void render(GdxCanvas c); /** * @param x x coordinate * @param y y coordinate * @return Returns if this asset contains the given coordinates */ boolean contains(int x, int y); /** * Some drawables need more data to decide their state */ RuntimeDrawable<?> getDrawable(int time, List<String> states, int level); /** * @return Returns the OpenGL texture handle */ Texture getTextureHandle(); }