/**
* 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.game.interfaces;
import com.badlogic.gdx.scenes.scene2d.Stage;
import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO;
import es.eucm.ead.engine.gameobjects.sceneelements.SceneGO;
import es.eucm.ead.model.elements.scenes.Scene;
import es.eucm.ead.model.elements.scenes.SceneElement;
/**
* This interface is implemented by the class that implements the high level
* drawing commands for a specific platform.
*/
public interface GUI {
/**
* Id for the effects hud. Huds can be accessed via
* {@link GUI#getHUD(String)}
*/
public static final String EFFECTS_HUD_ID = "#engine.huds.effects";
/**
* Id for the debuggers hud. Huds can be accessed via
* {@link GUI#getHUD(String)}
*/
public static final String DEBBUGERS_HUD_ID = "#engine.huds.debugger";
void setStage(Stage stage);
/**
* Adds a hud to the GUI
*
*
* @param hud
*/
void addHud(SceneElementGO hud);
/**
* Removes a HUD to the GUI. This method shouldn't be used to control HUDs
* visibility, only to removed a HUD that is no longer needed
*
* @param hud
*/
void removeHUD(SceneElementGO hud);
/**
* Show a special resource on the screen (e.g. video, HTML, etc.)
*
* @param object
* The resource to be shown
* @param x
* The x coordinates of the resource
* @param y
* The y coordinates of the resource
* @param fullscreen
* Boolean indicating if the resource should be scaled to the
* full game screen.
*/
void showSpecialResource(Object object, int x, int y, boolean fullscreen);
/**
* Returns the first object that contains the given coordinates
*
* @param x
* @param y
* @return
*/
SceneElementGO getGameObjectIn(int x, int y, boolean touchable);
/**
* Returns the hud with the given id
*
* @param id
* the hud id
* @return
*/
SceneElementGO getHUD(String id);
/**
* <p>
* Sets the current {@link es.eucm.ead.engine.gameobjects.sceneelements.SceneGO} of the game.
* </p>
* <p>
* Implementation should check if the scene is stackable (not all scenes
* are, such as video scenes, cutscenes, loading screens) and stack it if
* necessary.
* </p>
*
* @param scene
* the current {@link es.eucm.ead.engine.gameobjects.sceneelements.SceneGO}.
*/
void setScene(SceneGO scene);
/**
* Returns the current game screen object. The {@link SceneGO} element is
* the root of all what is drawn to the screen.
*
* @return a {@link SceneGO} object
*/
SceneGO getScene();
/**
* @return the {@link Scene} previously visible in the game
*/
Scene getPreviousScene();
/**
* Returns the scene element representing the given model element
*
* @param element
* @return
*/
SceneElementGO getSceneElement(SceneElement element);
SceneElementGO getRoot();
SceneElementGO getGameObjectUnderPointer();
/**
* Resets the GUI. The GUI recovers its initial state
*/
void reset();
}