//////////////////////////////////////////////////////////////////////////////////////
//
//  Copyright (c) 2014-present, Egret Technology.
//  All rights reserved.
//  Redistribution and use in source and binary forms, with or without
//  modification, are permitted provided that the following conditions are met:
//
//     * Redistributions of source code must retain the above copyright
//       notice, this list of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright
//       notice, this list of conditions and the following disclaimer in the
//       documentation and/or other materials provided with the distribution.
//     * Neither the name of the Egret nor the
//       names of its contributors may be used to endorse or promote products
//       derived from this software without specific prior written permission.
//
//  THIS SOFTWARE IS PROVIDED BY EGRET AND CONTRIBUTORS "AS IS" AND ANY EXPRESS
//  OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
//  OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
//  IN NO EVENT SHALL EGRET AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//  INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
//  LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;LOSS OF USE, DATA,
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//  EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//////////////////////////////////////////////////////////////////////////////////////

namespace egret.sys {

    /**
     * @private
     */
    export let systemRenderer:SystemRenderer;
    /**
     * @private
     * 用于碰撞检测绘制
     */
    export let canvasRenderer:SystemRenderer;
    /**
     * @private
     * 显示渲染器接口
     */
    export interface SystemRenderer {

        /**
         * 渲染一个显示对象
         * @param displayObject 要渲染的显示对象
         * @param buffer 渲染缓冲
         * @param matrix 要叠加的矩阵
         * @param forRenderTexture 绘制目标是RenderTexture的标志
         * @returns drawCall触发绘制的次数
         */
        render(displayObject:DisplayObject, buffer:RenderBuffer, matrix:Matrix, forRenderTexture?:boolean):number;
        /**
         * 将一个RenderNode对象绘制到渲染缓冲
         * @param node 要绘制的节点
         * @param buffer 渲染缓冲
         * @param matrix 要叠加的矩阵
         * @param forHitTest 绘制结果是用于碰撞检测。若为true，当渲染GraphicsNode时，会忽略透明度样式设置，全都绘制为不透明的。
         */
        drawNodeToBuffer(node:sys.RenderNode, buffer:RenderBuffer, matrix:Matrix, forHitTest?:boolean):void;
    }
}