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-rw-r--r--engines/wintermute/graphics/transform_tools.cpp87
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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 "engines/wintermute/graphics/transform_tools.h"
+#include <math.h>
+
+namespace Wintermute {
+
+FloatPoint TransformTools::transformPoint(FloatPoint point, const float rotate, const Point32 &zoom, const bool mirrorX, const bool mirrorY) {
+ float rotateRad = rotate * M_PI / 180.0f;
+ float x = point.x;
+ float y = point.y;
+ x = (x * zoom.x) / kDefaultZoomX;
+ y = (y * zoom.y) / kDefaultZoomY;
+#if 0
+ // TODO: Mirroring should be done before rotation, but the blitting
+ // code does the inverse, so we match that for now.
+ if (mirrorX)
+ x *= -1;
+ if (mirrorY)
+ y *= -1;
+#endif
+ FloatPoint newPoint;
+ newPoint.x = x * cos(rotateRad) - y * sin(rotateRad);
+ newPoint.y = x * sin(rotateRad) + y * cos(rotateRad);
+ if (mirrorX) {
+ newPoint.x *= -1;
+ }
+ if (mirrorY) {
+ newPoint.y *= -1;
+ }
+ return newPoint;
+}
+
+Rect32 TransformTools::newRect(const Rect32 &oldRect, const TransformStruct &transform, Point32 *newHotspot) {
+ Point32 nw(oldRect.left, oldRect.top);
+ Point32 ne(oldRect.right, oldRect.top);
+ Point32 sw(oldRect.left, oldRect.bottom);
+ Point32 se(oldRect.right, oldRect.bottom);
+
+ FloatPoint nw1, ne1, sw1, se1;
+
+ nw1 = transformPoint(nw - transform._hotspot, transform._angle, transform._zoom);
+ ne1 = transformPoint(ne - transform._hotspot, transform._angle, transform._zoom);
+ sw1 = transformPoint(sw - transform._hotspot, transform._angle, transform._zoom);
+ se1 = transformPoint(se - transform._hotspot, transform._angle, transform._zoom);
+
+ float top = MIN(nw1.y, MIN(ne1.y, MIN(sw1.y, se1.y)));
+ float bottom = MAX(nw1.y, MAX(ne1.y, MAX(sw1.y, se1.y)));
+ float left = MIN(nw1.x, MIN(ne1.x, MIN(sw1.x, se1.x)));
+ float right = MAX(nw1.x, MAX(ne1.x, MAX(sw1.x, se1.x)));
+
+ if (newHotspot) {
+ newHotspot->y = (uint32)(-floor(top));
+ newHotspot->x = (uint32)(-floor(left));
+ }
+
+ Rect32 res;
+ res.top = (int32)(floor(top)) + transform._hotspot.y;
+ res.bottom = (int32)(ceil(bottom)) + transform._hotspot.y;
+ res.left = (int32)(floor(left)) + transform._hotspot.x;
+ res.right = (int32)(ceil(right)) + transform._hotspot.x;
+
+ return res;
+}
+
+} // End of namespace Wintermute