using System;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics
{
///
/// A viewport is an API for rendering a section of the game map centered around an eye,
/// complete with lighting, FOV and grid rendering.
///
public interface IClydeViewport : IDisposable
{
///
/// The render target that is rendered to when rendering this viewport.
///
IRenderTexture RenderTarget { get; }
IEye? Eye { get; set; }
Vector2i Size { get; }
///
/// Color to clear the render target to before rendering. If null, no clearing will happen.
///
Color? ClearColor { get; set; }
///
/// This is, effectively, a multiplier to the eye's zoom.
///
Vector2 RenderScale { get; set; }
///
/// If true, will be automatically called at the start of the frame.
///
bool AutomaticRender { get; set; }
///
/// Render the state of the world in this viewport, updating the texture inside the render target.
///
void Render();
///
/// Converts a point in the viewport's screen to world coordinates.
///
MapCoordinates LocalToWorld(Vector2 point);
///
/// Converts a point in world-space to the viewport's screen coordinates.
///
Vector2 WorldToLocal(Vector2 point);
///
/// Draw below screen-space overlays for this viewport in UI space.
///
/// The drawing handle to draw with.
/// The control rendering.
///
/// Absolute screen-space bounds to draw the control at.
/// Not relative to the current transform of .
///
public void RenderScreenOverlaysBelow(
DrawingHandleScreen handle,
IViewportControl control,
in UIBox2i viewportBounds);
///
/// Draw above screen-space overlays for this viewport in UI space.
///
/// The drawing handle to draw with.
/// The control rendering.
///
/// Absolute screen-space bounds to draw the control at.
/// Not relative to the current transform of .
///
public void RenderScreenOverlaysAbove(
DrawingHandleScreen handle,
IViewportControl control,
in UIBox2i viewportBounds);
}
}