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LxS::CoreGraphics::IRenderable Class Referenceabstract

main interface for "renderable" objects, More...

#include <renderable.hpp>

Inheritance diagram for LxS::CoreGraphics::IRenderable:
Inheritance graph
Collaboration diagram for LxS::CoreGraphics::IRenderable:
Collaboration graph

Public Types

enum  Rendermode { ForReal, ForCoords3D, ForCoordsGame }
 purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked" More...

Public Member Functions

virtual void Initialize ()=0
 set up resources. (this is to facilitate late (delayed) initialization.
virtual void Render (Rendermode mode)=0
 render something
virtual void UnloadResources ()=0
 free up consumed resources while (possibly temporarily) object is not critical
virtual void Animate (float dt)=0
 move contents dt=delta time in seconds since last call to animate;
virtual unsigned long GetTexelsCount ()=0
 sum of dimensionsxdepths of all textures
virtual unsigned long GetFacesCount ()=0
 all 3D faces
virtual float GetInitializedPercentage ()=0
 0= uninitialized; 100=ready; other? for progress bars
virtual void RefreshAssets ()=0
 To facilitate refreshing app after switching OpenGL Context (as in Android lifecycle)

Detailed Description

main interface for "renderable" objects,

Renderable, that is self-contained thing that CAN be rendered (be it a 3D model, a map or player character (incorporating various renderables), form, anything.

Member Enumeration Documentation

purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked"


proper rendering for display


rendering for coordinate detection


for detection of ingame coordinate system - unused

The documentation for this class was generated from the following file: