28 virtual void RenderRectangle(
const Toshi::TVector2& a,
const Toshi::TVector2& b,
const Toshi::TVector2& uv1,
const Toshi::TVector2& uv2 ) = 0;
29 virtual void RenderTriStrip( Toshi::TVector2* vertices, Toshi::TVector2* UV, uint32_t numverts ) = 0;
30 virtual void RenderLine(
const Toshi::TVector2& a,
const Toshi::TVector2& b ) = 0;
virtual void PopTransform()=0
virtual void RenderRectangle(const Toshi::TVector2 &a, const Toshi::TVector2 &b, const Toshi::TVector2 &uv1, const Toshi::TVector2 &uv2)=0
virtual void ResetRenderer()=0
virtual void EndScene()=0
virtual Toshi::TTexture * GetTexture(const TCHAR *a_szTextureName)=0
virtual ~AGUI2Renderer()=default
virtual void PushTransform(const AGUI2Transform &a_rTransform, const Toshi::TVector2 &a_rVec1, const Toshi::TVector2 &a_rVec2)=0
virtual void BeginScene()=0
virtual AGUI2Material * CreateMaterial(const TCHAR *a_szTextureName)=0
virtual void RenderFilledRectangle(const Toshi::TVector2 &a, const Toshi::TVector2 &b)=0
virtual void PrepareRenderer()=0
virtual void ResetZCoordinate()=0
virtual void SetTransform(const AGUI2Transform &a_rTransform)=0
virtual void SetColour(TUINT32 a_uiColour)=0
virtual TUINT GetHeight(AGUI2Material *a_pMaterial)=0
virtual void RenderTriStrip(Toshi::TVector2 *vertices, Toshi::TVector2 *UV, uint32_t numverts)=0
virtual void DestroyMaterial(AGUI2Material *a_pMaterial)=0
virtual void ClearScissor()=0
virtual void SetScissor(TFLOAT a_fVal1, TFLOAT a_fVal2, TFLOAT a_fVal3, TFLOAT a_fVal4)=0
virtual AGUI2Material * CreateMaterial(Toshi::TTexture *a_pTexture)=0
virtual void SetMaterial(AGUI2Material *a_pMaterial)=0
virtual void RenderOutlineRectangle(const Toshi::TVector2 &a, const Toshi::TVector2 &b)=0
virtual void RenderLine(const Toshi::TVector2 &a, const Toshi::TVector2 &b)=0
virtual void ScaleCoords(TFLOAT &x, TFLOAT &y)=0
virtual void RenderLine(TFLOAT x1, TFLOAT y1, TFLOAT x2, TFLOAT y2)=0
virtual TUINT GetWidth(AGUI2Material *a_pMaterial)=0