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authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/base_active_rect.cpp
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
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WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/base_active_rect.cpp')
-rw-r--r--engines/wintermute/base/base_active_rect.cpp220
1 files changed, 110 insertions, 110 deletions
diff --git a/engines/wintermute/base/base_active_rect.cpp b/engines/wintermute/base/base_active_rect.cpp
index 46870a0d29..d754cf0114 100644
--- a/engines/wintermute/base/base_active_rect.cpp
+++ b/engines/wintermute/base/base_active_rect.cpp
@@ -1,110 +1,110 @@
-/* ScummVM - Graphic Adventure Engine
- *
- * ScummVM is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
-
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
-
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- */
-
-/*
- * This file is based on WME Lite.
- * http://dead-code.org/redir.php?target=wmelite
- * Copyright (c) 2011 Jan Nedoma
- */
-
-#include "engines/wintermute/base/base_active_rect.h"
-#include "engines/wintermute/base/base_game.h"
-#include "engines/wintermute/base/base_region.h"
-#include "engines/wintermute/platform_osystem.h"
-
-namespace Wintermute {
-
-//////////////////////////////////////////////////////////////////////
-BaseActiveRect::BaseActiveRect(BaseGame *inGame) : BaseClass(inGame) {
- BasePlatform::setRectEmpty(&_rect);
- _owner = NULL;
- _frame = NULL;
- _region = NULL;
- _zoomX = 100;
- _zoomY = 100;
- _offsetX = _offsetY = 0;
- clipRect();
-}
-
-
-//////////////////////////////////////////////////////////////////////
-BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseSubFrame *frame, int x, int y, int width, int height, float zoomX, float zoomY, bool precise) : BaseClass(inGame) {
- _owner = owner;
- _frame = frame;
- BasePlatform::setRect(&_rect, x, y, x + width, y + height);
- _zoomX = zoomX;
- _zoomY = zoomY;
- _precise = precise;
- _region = NULL;
- _offsetX = _offsetY = 0;
- clipRect();
-}
-
-//////////////////////////////////////////////////////////////////////
-BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *region, int offsetX, int offsetY) : BaseClass(inGame) {
- _owner = owner;
- _region = region;
- BasePlatform::copyRect(&_rect, &region->_rect);
- _rect.offsetRect(-offsetX, -offsetY);
- _zoomX = 100;
- _zoomY = 100;
- _precise = true;
- _frame = NULL;
- clipRect();
- _offsetX = offsetX;
- _offsetY = offsetY;
-}
-
-
-//////////////////////////////////////////////////////////////////////
-BaseActiveRect::~BaseActiveRect() {
- _owner = NULL;
- _frame = NULL;
- _region = NULL;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseActiveRect::clipRect() {
- Rect32 rc;
- bool customViewport;
- _gameRef->getCurrentViewportRect(&rc, &customViewport);
- BaseRenderer *Rend = _gameRef->_renderer;
-
- if (!customViewport) {
- rc.left -= Rend->_drawOffsetX;
- rc.right -= Rend->_drawOffsetX;
- rc.top -= Rend->_drawOffsetY;
- rc.bottom -= Rend->_drawOffsetY;
- }
-
- if (rc.left > _rect.left) {
- _offsetX = rc.left - _rect.left;
- }
- if (rc.top > _rect.top) {
- _offsetY = rc.top - _rect.top;
- }
-
- BasePlatform::intersectRect(&_rect, &_rect, &rc);
-}
-
-} // end of namespace Wintermute
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/base/base_active_rect.h"
+#include "engines/wintermute/base/base_game.h"
+#include "engines/wintermute/base/base_region.h"
+#include "engines/wintermute/platform_osystem.h"
+
+namespace Wintermute {
+
+//////////////////////////////////////////////////////////////////////
+BaseActiveRect::BaseActiveRect(BaseGame *inGame) : BaseClass(inGame) {
+ BasePlatform::setRectEmpty(&_rect);
+ _owner = NULL;
+ _frame = NULL;
+ _region = NULL;
+ _zoomX = 100;
+ _zoomY = 100;
+ _offsetX = _offsetY = 0;
+ clipRect();
+}
+
+
+//////////////////////////////////////////////////////////////////////
+BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseSubFrame *frame, int x, int y, int width, int height, float zoomX, float zoomY, bool precise) : BaseClass(inGame) {
+ _owner = owner;
+ _frame = frame;
+ BasePlatform::setRect(&_rect, x, y, x + width, y + height);
+ _zoomX = zoomX;
+ _zoomY = zoomY;
+ _precise = precise;
+ _region = NULL;
+ _offsetX = _offsetY = 0;
+ clipRect();
+}
+
+//////////////////////////////////////////////////////////////////////
+BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *region, int offsetX, int offsetY) : BaseClass(inGame) {
+ _owner = owner;
+ _region = region;
+ BasePlatform::copyRect(&_rect, &region->_rect);
+ _rect.offsetRect(-offsetX, -offsetY);
+ _zoomX = 100;
+ _zoomY = 100;
+ _precise = true;
+ _frame = NULL;
+ clipRect();
+ _offsetX = offsetX;
+ _offsetY = offsetY;
+}
+
+
+//////////////////////////////////////////////////////////////////////
+BaseActiveRect::~BaseActiveRect() {
+ _owner = NULL;
+ _frame = NULL;
+ _region = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void BaseActiveRect::clipRect() {
+ Rect32 rc;
+ bool customViewport;
+ _gameRef->getCurrentViewportRect(&rc, &customViewport);
+ BaseRenderer *Rend = _gameRef->_renderer;
+
+ if (!customViewport) {
+ rc.left -= Rend->_drawOffsetX;
+ rc.right -= Rend->_drawOffsetX;
+ rc.top -= Rend->_drawOffsetY;
+ rc.bottom -= Rend->_drawOffsetY;
+ }
+
+ if (rc.left > _rect.left) {
+ _offsetX = rc.left - _rect.left;
+ }
+ if (rc.top > _rect.top) {
+ _offsetY = rc.top - _rect.top;
+ }
+
+ BasePlatform::intersectRect(&_rect, &_rect, &rc);
+}
+
+} // end of namespace Wintermute