/*
**  ClanLib SDK
**  Copyright (c) 1997-2020 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
*/

#pragma once

#include "../../Core/Math/mat4.h"
#include "graphic_context.h"

namespace clan
{
	/// \addtogroup clanDisplay_Display clanDisplay Display
	/// \{

	class GraphicContext;
	class Canvas;
	enum class TextureImageYAxis;

	/// \brief Render batching abstraction
	class RenderBatcher
	{
	public:
		virtual ~RenderBatcher() { }

		/** Flush render batcher contents.
		 *  \param gc Graphic context to flush contents to.
		 */
		virtual void flush(GraphicContext &gc) = 0;

		/** Function to call when matrices are changed.
		 *  \param modelview    New wodel view matrix.
		 *  \param projection   New projection matrix.
		 *  \param image_yaxis  The image Y axis to use where `projection` is not
		 *                      used.
		 *  \param pixel_ratio  The display pixel ratio to use when rendering.
		 */
		virtual void matrix_changed(const Mat4f &modelview, const Mat4f &projection, TextureImageYAxis image_yaxis, float pixel_ratio) = 0;
	};

	/// \}
}
