/*
* 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);
}