/**
* 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();
}