/* 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