/* 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(&_rect); _owner = NULL; _frame = NULL; _region = NULL; _zoomX = 100; _zoomY = 100; _offsetX = _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) { _owner = Owner; _frame = Frame; CBPlatform::SetRect(&_rect, X, Y, X + Width, Y + Height); _zoomX = ZoomX; _zoomY = ZoomY; _precise = Precise; _region = NULL; _offsetX = _offsetY = 0; ClipRect(); } ////////////////////////////////////////////////////////////////////// CBActiveRect::CBActiveRect(CBGame *inGame, CBObject *Owner, CBRegion *Region, int OffsetX, int OffsetY): CBBase(inGame) { _owner = Owner; _region = Region; CBPlatform::CopyRect(&_rect, &Region->_rect); CBPlatform::OffsetRect(&_rect, -OffsetX, -OffsetY); _zoomX = 100; _zoomY = 100; _precise = true; _frame = NULL; ClipRect(); _offsetX = OffsetX; _offsetY = OffsetY; } ////////////////////////////////////////////////////////////////////// CBActiveRect::~CBActiveRect() { _owner = NULL; _frame = NULL; _region = NULL; } ////////////////////////////////////////////////////////////////////////// void CBActiveRect::ClipRect() { RECT rc; bool CustomViewport; Game->GetCurrentViewportRect(&rc, &CustomViewport); CBRenderer *Rend = Game->_renderer; if (!CustomViewport) { rc.left -= Rend->_drawOffsetX; rc.right -= Rend->_drawOffsetX; rc.top -= Rend->_drawOffsetY; rc.bottom -= Rend->_drawOffsetY; } if (rc.left > _rect.left) _offsetX = rc.left - _rect.left; if (rc.top > _rect.top) _offsetY = rc.top - _rect.top; CBPlatform::IntersectRect(&_rect, &_rect, &rc); } } // end of namespace WinterMute