//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENE_RENDER_STATE_H_ #define _SCENE_RENDER_STATE_H_ #ifndef _VECTOR2_H_ #include "2d/core/vector2.h" #endif //----------------------------------------------------------------------------- class GuiControl; class RectF; class DebugStats; struct b2AABB; //----------------------------------------------------------------------------- struct SceneRenderState { SceneRenderState( const RectF& renderArea, const Vector2& renderPosition, const F32 renderAngle, U32 renderLayerMask, U32 renderGroupMask, const Vector2& renderScale, DebugStats* pDebugStats, SimObject* pRenderHost ) { mRenderArea = renderArea; mRenderAABB = CoreMath::mRectFtoAABB( renderArea ); mRenderPosition = renderPosition; mRenderAngle = renderAngle; mRenderScale = renderScale; mRenderLayerMask = renderLayerMask; mRenderGroupMask = renderGroupMask; mpDebugStats = pDebugStats; mpRenderHost = pRenderHost; } RectF mRenderArea; Vector2 mRenderPosition; F32 mRenderAngle; b2AABB mRenderAABB; U32 mRenderLayerMask; U32 mRenderGroupMask; Vector2 mRenderScale; DebugStats* mpDebugStats; SimObject* mpRenderHost; }; #endif // _SCENE_RENDER_STATE_H_