/*
* 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();
}