<commit_before>#pragma once
//------------------------------------------------------------------------------
/**
    @defgroup Gfx Gfx
    @brief 3D rendering

    @class Oryol::Gfx
    @ingroup Gfx
    @brief Gfx module facade
*/
#include "Gfx/Core/displayMgr.h"
#include "IO/Stream/Stream.h"
#include "Resource/Id.h"
#include "Resource/ResourceState.h"
#include "Resource/Locator.h"
#include "Gfx/Setup/GfxSetup.h"
#include "Gfx/Core/Enums.h"
#include "Gfx/Core/PrimitiveGroup.h"
#include "Gfx/Core/stateWrapper.h"
#include "Gfx/Core/resourceMgr.h"
#include "Gfx/Core/renderMgr.h"
#include "Gfx/Core/GfxId.h"
#include "Gfx/Setup/MeshSetup.h"
#include "glm/vec4.hpp"

namespace Oryol {
    
class Gfx {
public:
    /// setup Gfx module
    static void Setup(const GfxSetup& setup);
    /// discard Gfx module
    static void Discard();
    /// check if Gfx module is setup
    static bool IsValid();
    
    /// test if the window system wants the application to quit
    static bool QuitRequested();
    
    /// attach a display event handler
    static void AttachEventHandler(const Ptr<Port>& handler);
    /// detach a display event handler
    static void DetachEventHandler(const Ptr<Port>& handler);
    
    /// get the original render setup object
    static const class GfxSetup& GfxSetup();
    /// get the current actual display attributes (can be different from setup)
    static const struct DisplayAttrs& DisplayAttrs();
    /// test if an optional feature is supported
    static bool Supports(GfxFeature::Code feat);
        
    /// create a resource, or return existing resource
    template<class SETUP> static GfxId CreateResource(const SETUP& setup);
    /// create a resource with data stream, or return existing resource
    template<class SETUP> static GfxId CreateResource(const SETUP& setup, const Ptr<Stream>& data);
    /// lookup a resource by resource locator (increments use-count of resource!)
    static GfxId LookupResource(const Locator& locator);
    /// get the loading state of a resource
    static ResourceState::Code QueryResourceState(const GfxId& gfxId);
    
    /// begin frame rendering<commit_msg>Comments fixed<commit_after>#pragma once
//------------------------------------------------------------------------------
/**
    @defgroup Gfx Gfx
    @brief 3D rendering

    @class Oryol::Gfx
    @ingroup Gfx
    @brief Gfx module facade
*/
#include "Gfx/Core/displayMgr.h"
#include "IO/Stream/Stream.h"
#include "Resource/Id.h"
#include "Resource/ResourceState.h"
#include "Resource/Locator.h"
#include "Gfx/Setup/GfxSetup.h"
#include "Gfx/Core/Enums.h"
#include "Gfx/Core/PrimitiveGroup.h"
#include "Gfx/Core/stateWrapper.h"
#include "Gfx/Core/resourceMgr.h"
#include "Gfx/Core/renderMgr.h"
#include "Gfx/Core/GfxId.h"
#include "Gfx/Setup/MeshSetup.h"
#include "glm/vec4.hpp"

namespace Oryol {
    
class Gfx {
public:
    /// setup Gfx module
    static void Setup(const GfxSetup& setup);
    /// discard Gfx module
    static void Discard();
    /// check if Gfx module is setup
    static bool IsValid();
    
    /// test if the window system wants the application to quit
    static bool QuitRequested();
    
    /// attach a display event handler
    static void AttachEventHandler(const Ptr<Port>& handler);
    /// detach a display event handler
    static void DetachEventHandler(const Ptr<Port>& handler);
    
    /// get the original render setup object
    static const class GfxSetup& GfxSetup();
    /// get the current actual display attributes (can be different from setup)
    static const struct DisplayAttrs& DisplayAttrs();
    /// test if an optional feature is supported
    static bool Supports(GfxFeature::Code feat);
        
    /// create a resource, or return existing shared resource
    template<class SETUP> static GfxId CreateResource(const SETUP& setup);
    /// create a resource with data stream, or return existing shared resource
    template<class SETUP> static GfxId CreateResource(const SETUP& setup, const Ptr<Stream>& data);
    /// lookup a resource by resource locator
    static GfxId LookupResource(const Locator& locator);
    /// get the loading state of a resource
    static ResourceState::Code QueryResourceState(const GfxId& gfxId);
    
    /// begin frame rendering
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