/* 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(&m_Rect); m_MainObject = NULL; m_OffsetX = m_OffsetY = 0; } ////////////////////////////////////////////////////////////////////////// CBViewport::~CBViewport() { } ////////////////////////////////////////////////////////////////////////// HRESULT CBViewport::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(Game)); PersistMgr->Transfer(TMEMBER(m_MainObject)); PersistMgr->Transfer(TMEMBER(m_OffsetX)); PersistMgr->Transfer(TMEMBER(m_OffsetY)); PersistMgr->Transfer(TMEMBER(m_Rect)); return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBViewport::SetRect(int left, int top, int right, int bottom, bool NoCheck) { if (!NoCheck) { left = std::max(left, 0); top = std::max(top, 0); right = std::min(right, Game->m_Renderer->m_Width); bottom = std::min(bottom, Game->m_Renderer->m_Height); } CBPlatform::SetRect(&m_Rect, left, top, right, bottom); m_OffsetX = left; m_OffsetY = top; return S_OK; } ////////////////////////////////////////////////////////////////////////// RECT *CBViewport::GetRect() { return &m_Rect; } ////////////////////////////////////////////////////////////////////////// int CBViewport::GetWidth() { return m_Rect.right - m_Rect.left; } ////////////////////////////////////////////////////////////////////////// int CBViewport::GetHeight() { return m_Rect.bottom - m_Rect.top; } } // end of namespace WinterMute