UIRenderer.h 1.9 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <TurboBadger/tb_types.h>
  24. #include <TurboBadger/renderers/tb_renderer_batcher.h>
  25. #include "../Core/Context.h"
  26. #include "UIBatch.h"
  27. namespace tb
  28. {
  29. class TBBitmap;
  30. class TBRect;
  31. }
  32. namespace Atomic
  33. {
  34. class UI;
  35. class ATOMIC_API UIRenderer : public tb::TBRendererBatcher
  36. {
  37. friend class UIView;
  38. public:
  39. UIRenderer(Context* context);
  40. virtual ~UIRenderer();
  41. void BeginPaint(int render_target_w, int render_target_h);
  42. void EndPaint();
  43. tb::TBBitmap *CreateBitmap(int width, int height, tb::uint32 *data);
  44. void RenderBatch(Batch *batch);
  45. void SetClipRect(const tb::TBRect &rect);
  46. Context* GetContext() { return context_; }
  47. private:
  48. WeakPtr<Context> context_;
  49. PODVector<UIBatch>* batches_;
  50. PODVector<float>* vertexData_;
  51. IntRect currentScissor_;
  52. };
  53. }