When writing the X11 (linux) implementation there was a problem with X11 defining a "Display" type and we also have a Display class in the engine. So to fix that problem and minimize the risk for running into other name conflicts. We move everything from global namespace.
50 lines
969 B
C++
50 lines
969 B
C++
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#ifndef SPECTRE_GRAPHICS_RENDERABLE_H
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#define SPECTRE_GRAPHICS_RENDERABLE_H
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#include "Vertex2D.h"
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#include "Transformable.h"
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#include <Spectre/Math/Matrix4.h>
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#include <Spectre/Math/Vector2.h>
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#include <vector>
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namespace sp {
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class Renderer2D;
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class ShaderProgram;
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class Texture;
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enum RenderType
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{
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RenderType_Scene = 0,
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RenderType_UI = 1
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};
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class Renderable2D : public Transformable
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{
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public :
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Renderable2D();
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Renderable2D(const Vector2f& position);
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virtual ~Renderable2D();
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unsigned char getZOrder() const;
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void setZOrder(unsigned char value);
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virtual const std::vector<Vertex2D>& getVertices() const = 0;
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virtual const std::vector<unsigned short>& getIndices() const = 0;
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virtual const Texture* getTexture() const { return NULL; };
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virtual const RenderType getRenderType() const = 0;
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virtual void render(Renderer2D& renderer) const = 0;
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protected :
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unsigned char m_zorder;
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};
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} // namespace sp
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#endif /* SPECTRE_GRAPHCIS_RENDERABLE_H */
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