text: ////////////////////////////////////////////////////////////////////////////////
  // Filename: UITextureComponent.cpp
  ////////////////////////////////////////////////////////////////////////////////
  #include "UITextureComponent.h"
  #include "UITextureShader.h"
  
  #include "..\..\..\..\ECS\ECS_Entity.h"
  #include "..\..\State\UIStateComponent.h"
  
  //////////////////
  // CONSTRUCTORS //
  //////////////////
  
  UITextureComponent::UITextureComponent()
  {
  	// Set the initial data
  	m_Color = Vector4(0, 0, 0, 1);
  }
  
  UITextureComponent::UITextureComponent(const UITextureComponent& other)
  {
  }
  
  UITextureComponent::~UITextureComponent()
  {
  }
  
  ///////////////
  // MODIFIERS //
  ///////////////
  
  void UITextureComponent::SetColor(Vector4 _color)
  {
  	m_Color = _color;
  }
  
  Vector4 UITextureComponent::GetColor()
  {
  	return m_Color;
  }
  
  /////////////
  // VIRTUAL //
  /////////////
  
  void UITextureComponent::Update(unsigned int _updateId, float _timeElapsed)
  {
  	// Get the parent entity
  	ECS_Entity* parentEntity = GetEntityOwner();
  
  	// Get the state component from our entity owner
  	UIStateComponent* stateComponent = parentEntity->FindComponent<UIStateComponent>();
  
  	// Compare the update if with the render id
  	if (stateComponent->GetRenderingID() == _updateId)
  	{
  		// Render this entity
  		UITextureShader::GetInstance()->AddObject(this);
  	}
  }
  
  void UITextureComponent::Clear()
  {
  
  }