/* 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->markAllDirty(); 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