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-rw-r--r--engines/wintermute/BActiveRect.cpp107
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diff --git a/engines/wintermute/BActiveRect.cpp b/engines/wintermute/BActiveRect.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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "dcgf.h"
+#include "BActiveRect.h"
+#include "BGame.h"
+#include "BRegion.h"
+#include "PlatformSDL.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////
+CBActiveRect::CBActiveRect(CBGame *inGame): CBBase(inGame) {
+ CBPlatform::SetRectEmpty(&m_Rect);
+ m_Owner = NULL;
+ m_Frame = NULL;
+ m_Region = NULL;
+ m_ZoomX = 100;
+ m_ZoomY = 100;
+ m_OffsetX = m_OffsetY = 0;
+ ClipRect();
+}
+
+
+//////////////////////////////////////////////////////////////////////
+CBActiveRect::CBActiveRect(CBGame *inGame, CBObject *Owner, CBSubFrame *Frame, int X, int Y, int Width, int Height, float ZoomX, float ZoomY, bool Precise): CBBase(inGame) {
+ m_Owner = Owner;
+ m_Frame = Frame;
+ CBPlatform::SetRect(&m_Rect, X, Y, X + Width, Y + Height);
+ m_ZoomX = ZoomX;
+ m_ZoomY = ZoomY;
+ m_Precise = Precise;
+ m_Region = NULL;
+ m_OffsetX = m_OffsetY = 0;
+ ClipRect();
+}
+
+//////////////////////////////////////////////////////////////////////
+CBActiveRect::CBActiveRect(CBGame *inGame, CBObject *Owner, CBRegion *Region, int OffsetX, int OffsetY): CBBase(inGame) {
+ m_Owner = Owner;
+ m_Region = Region;
+ CBPlatform::CopyRect(&m_Rect, &Region->m_Rect);
+ CBPlatform::OffsetRect(&m_Rect, -OffsetX, -OffsetY);
+ m_ZoomX = 100;
+ m_ZoomY = 100;
+ m_Precise = true;
+ m_Frame = NULL;
+ ClipRect();
+ m_OffsetX = OffsetX;
+ m_OffsetY = OffsetY;
+}
+
+
+//////////////////////////////////////////////////////////////////////
+CBActiveRect::~CBActiveRect() {
+ m_Owner = NULL;
+ m_Frame = NULL;
+ m_Region = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CBActiveRect::ClipRect() {
+ RECT rc;
+ bool CustomViewport;
+ Game->GetCurrentViewportRect(&rc, &CustomViewport);
+ CBRenderer *Rend = Game->m_Renderer;
+
+ if (!CustomViewport) {
+ rc.left -= Rend->m_DrawOffsetX;
+ rc.right -= Rend->m_DrawOffsetX;
+ rc.top -= Rend->m_DrawOffsetY;
+ rc.bottom -= Rend->m_DrawOffsetY;
+ }
+
+ if (rc.left > m_Rect.left) m_OffsetX = rc.left - m_Rect.left;
+ if (rc.top > m_Rect.top) m_OffsetY = rc.top - m_Rect.top;
+
+ CBPlatform::IntersectRect(&m_Rect, &m_Rect, &rc);
+}
+
+} // end of namespace WinterMute