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-rw-r--r--engines/titanic/game_view.cpp96
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diff --git a/engines/titanic/game_view.cpp b/engines/titanic/game_view.cpp
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+/* 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.
+ *
+ */
+
+#include "titanic/game_view.h"
+#include "titanic/game_manager.h"
+#include "titanic/main_game_window.h"
+#include "titanic/support/screen_manager.h"
+
+namespace Titanic {
+
+#define VIEW_OFFSET_X 20
+#define VIEW_OFFSET_Y 10
+
+CGameView::CGameView() : _gameManager(nullptr), _surface(nullptr) {
+}
+
+CGameView::~CGameView() {
+ if (_surface)
+ delete _surface;
+}
+
+void CGameView::setGameManager(CGameManager *gameManager) {
+ _gameManager = gameManager;
+}
+
+void CGameView::postLoad() {
+ delete _surface;
+ _surface = nullptr;
+}
+
+void CGameView::deleteView(int roomNumber, int nodeNumber, int viewNumber) {
+ CViewItem *view = _gameManager->_project->findView(roomNumber, nodeNumber, viewNumber);
+ if (view)
+ delete view;
+}
+
+void CGameView::createSurface(const CResourceKey &key) {
+ // Reset any current view surface
+ _gameManager->initBounds();
+ delete _surface;
+ _surface = nullptr;
+
+ // Create a fresh surface
+ CScreenManager::setCurrent();
+ _surface = CScreenManager::_currentScreenManagerPtr->createSurface(key);
+ _surface->_fastBlitFlag = true;
+}
+
+void CGameView::drawView() {
+ CScreenManager::setCurrent();
+ Rect srcRect = _gameManager->_bounds;
+
+ Rect rect2(0, 0, 600, 340);
+ rect2.translate(VIEW_OFFSET_X, VIEW_OFFSET_Y);
+ srcRect.constrain(rect2);
+ Common::Point destPos(srcRect.left, srcRect.top);
+ srcRect.translate(-VIEW_OFFSET_X, -VIEW_OFFSET_Y);
+
+ CScreenManager::_currentScreenManagerPtr->blitFrom(SURFACE_BACKBUFFER,
+ _surface, &destPos, &srcRect);
+}
+
+/*------------------------------------------------------------------------*/
+
+CSTGameView::CSTGameView(CMainGameWindow *gameWindow) :
+ CGameView(), _gameWindow(gameWindow) {
+}
+
+void CSTGameView::setView(CViewItem *view) {
+ _gameWindow->setActiveView(view);
+}
+
+void CSTGameView::draw(const Rect &bounds) {
+ _gameWindow->draw();
+}
+
+} // End of namespace Titanic