/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it 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.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/* Modifications
Copyright 2003-2004 Bytonic Software
Copyright 2010 Google Inc.
*/
package com.googlecode.gwtquake.shared.client;
import com.google.gwt.user.client.Command;
import com.googlecode.gwtquake.shared.common.AsyncCallback;
import com.googlecode.gwtquake.shared.common.ExecutableCommand;
import com.googlecode.gwtquake.shared.render.DisplayMode;
import com.googlecode.gwtquake.shared.render.Image;
import com.googlecode.gwtquake.shared.render.Model;
import com.googlecode.gwtquake.shared.sys.KBD;
/**
* refexport_t
*
* @author cwei
*/
public interface Renderer {
// ============================================================================
// public interface for Renderer implementations
//
// ref.h, refexport_t
// ============================================================================
//
// these are the functions exported by the refresh module
//
// called when the library is loaded
boolean Init(int vid_xpos, int vid_ypos);
// called before the library is unloaded
void Shutdown();
// All data that will be used in a level should be
// registered before rendering any frames to prevent disk hits,
// but they can still be registered at a later time
// if necessary.
//
// EndRegistration will free any remaining data that wasn't registered.
// Any model_s or skin_s pointers from before the BeginRegistration
// are no longer valid after EndRegistration.
//
// Skins and images need to be differentiated, because skins
// are flood filled to eliminate mip map edge errors, and pics have
// an implicit "pics/" prepended to the name. (a pic name that starts with a
// slash will not use the "pics/" prefix or the ".pcx" postfix)
void BeginRegistration(String map, Command continueCommand);
void RegisterModel(String name, AsyncCallback<Model> callback);
Image RegisterSkin(String name);
Image RegisterPic(String name);
void SetSky(String name, float rotate, /* vec3_t */
float[] axis);
void EndRegistration();
void RenderFrame(RendererState fd);
void DrawGetPicSize(Dimension dim /* int *w, *h */, String name);
// will return 0 0 if not found
void DrawPic(int x, int y, String name);
void DrawStretchPic(int x, int y, int w, int h, String name);
void DrawChar(int x, int y, int ch);
void DrawString(int x, int y, String str);
void DrawString(int x, int y, String str, boolean alt);
void DrawString(int x, int y, String str, int ofs, int len);
void DrawString(int x, int y, String str, int ofs, int len, boolean alt);
void DrawString(int x, int y, byte[] str, int ofs, int len);
void DrawTileClear(int x, int y, int w, int h, String name);
void DrawFill(int x, int y, int w, int h, int c);
void DrawFadeScreen();
// Draw images for cinematic rendering (which can have a different palette). Note that calls
void DrawStretchRaw(int x, int y, int w, int h, int cols, int rows, byte[] data);
/*
** video mode and refresh state management entry points
*/
/* 256 r,g,b values; null = game palette, size = 768 bytes */
void CinematicSetPalette(final byte[] palette);
void BeginFrame(float camera_separation);
void EndFrame();
void AppActivate(boolean activate);
void updateScreen(ExecutableCommand callback);
int apiVersion();
KBD getKeyboardHandler();
int GLimp_SetMode(Dimension dimension, int i, boolean b);
boolean showVideo(String name);
boolean updateVideo();
void GL_ResampleTexture(int[] data, int width, int height, int[] scaled,
int scaled_width, int scaled_height);
Image GL_LoadNewImage(String name, int type);
public DisplayMode[] getAvailableDisplayModes();
public DisplayMode getDisplayMode();
}