/* * Copyright (c) 2003-onwards Shaven Puppy Ltd * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'Shaven Puppy' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.shavenpuppy.jglib.sprites; import com.shavenpuppy.jglib.IResource; /** * A SpriteRenderer renders multiple sprites. In usage, one should call {@link #preRender()}, then * {@link #render(Sprite)} for each sprite to be drawn, then {@link #postRender()}. */ public interface SpriteRenderer extends IResource { /** * Render the sprite. The sprite itself is copied and subsequent changes to the sprite will not * be reflected in the SpriteRenderer * @param sprite The sprite to render; may not be null */ void render(Sprite sprite); /** * Called after all {@link #render(Sprite)} calls have been made. This should reset the * sprite renderer ready for the next frame. */ void postRender(); /** * Call before any calls to {@link #render(Sprite)}, at the beginning of a frame */ void preRender(); /** * Sets the alpha blend for the entire engine * @param alpha 0.0f ... 1.0.f */ void setAlpha(float alpha); }