/* * 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 java.io.Serializable; import com.shavenpuppy.jglib.opengl.GLRenderable; /** * SpriteEngine * * The interface to sprite engines. * * @author caspian.prince * @version $Revision: 1.32 $ */ public interface SpriteEngine extends GLRenderable { /** 'Cos most SpriteEngines are actually derived from Resource we need to be able to do proper * creation and destruction. * * Maybe what we actually want is some kind of Resource interface that we can share from here and * the existing Resouce base class? */ public void create(); public void destroy(); public boolean isCreated(); /** * Sets a new sprite processor to use for this sprite engine * @param spriteProcessor */ public void setSpriteProcessor(SpriteProcessor spriteProcessor); /** * Gets the sprite processor being used by this sprite engine * @return a SpriteProcessor */ public SpriteProcessor getSpriteProcessor(); /** * Sets the tick rate * @param newTickRate */ public void setTickRate(int newTickRate); /** * Gets the tick rate * @return the tick rate */ public int getTickRate(); /** * Allocate and initialize sprite. If there are no sprites available an exception is thrown. * The sprite returned will be visible and active, with no animation or image. * @param owner The sprite's new owner, which is used to keep track of debugging * @return a sprite */ public Sprite allocate(Serializable owner); /** * Deallocate a sprite. The sprite is returned to the sprite pool, and no matter what you do * with it now, it won't do anything on the screen. * @param sprite The sprite to return to the pool */ public void deallocate(Sprite sprite); /** * Remove all sprites */ public void clear(); /** * Tick all sprites. */ public void tick(); /** * @return Returns the alpha applied to all the sprites */ public float getAlpha(); /** * Sets the base alpha for all the sprites. * @param alpha The alpha to set. */ public void setAlpha(float alpha); /** * Get the SpriteRenderer */ public SpriteRenderer getSpriteRenderer(); }