/* 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 "BGame.h" #include "PlatformSDL.h" #include "BViewport.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CBViewport, false) ////////////////////////////////////////////////////////////////////////// CBViewport::CBViewport(CBGame *inGame): CBBase(inGame) { CBPlatform::SetRectEmpty(&_rect); _mainObject = NULL; _offsetX = _offsetY = 0; } ////////////////////////////////////////////////////////////////////////// CBViewport::~CBViewport() { } ////////////////////////////////////////////////////////////////////////// HRESULT CBViewport::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(Game)); PersistMgr->Transfer(TMEMBER(_mainObject)); PersistMgr->Transfer(TMEMBER(_offsetX)); PersistMgr->Transfer(TMEMBER(_offsetY)); PersistMgr->Transfer(TMEMBER(_rect)); return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBViewport::SetRect(int left, int top, int right, int bottom, bool NoCheck) { if (!NoCheck) { left = MAX(left, 0); top = MAX(top, 0); right = MIN(right, Game->_renderer->_width); bottom = MIN(bottom, Game->_renderer->_height); } CBPlatform::SetRect(&_rect, left, top, right, bottom); _offsetX = left; _offsetY = top; return S_OK; } ////////////////////////////////////////////////////////////////////////// RECT *CBViewport::GetRect() { return &_rect; } ////////////////////////////////////////////////////////////////////////// int CBViewport::GetWidth() { return _rect.right - _rect.left; } ////////////////////////////////////////////////////////////////////////// int CBViewport::GetHeight() { return _rect.bottom - _rect.top; } } // end of namespace WinterMute