/* 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 "engines/wintermute/base/base_active_rect.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/base/base_region.h" #include "engines/wintermute/base/gfx/base_renderer.h" #include "engines/wintermute/platform_osystem.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////// BaseActiveRect::BaseActiveRect(BaseGame *inGame) : BaseClass(inGame) { _rect.setEmpty(); _owner = nullptr; _frame = nullptr; _region = nullptr; _zoomX = 100; _zoomY = 100; _offsetX = _offsetY = 0; clipRect(); } ////////////////////////////////////////////////////////////////////// BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseSubFrame *frame, int x, int y, int width, int height, float zoomX, float zoomY, bool precise) : BaseClass(inGame) { _owner = owner; _frame = frame; _rect.setRect(x, y, x + width, y + height); _zoomX = zoomX; _zoomY = zoomY; _precise = precise; _region = nullptr; _offsetX = _offsetY = 0; clipRect(); } ////////////////////////////////////////////////////////////////////// BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *region, int offsetX, int offsetY) : BaseClass(inGame) { _owner = owner; _region = region; BasePlatform::copyRect(&_rect, ®ion->_rect); _rect.offsetRect(-offsetX, -offsetY); _zoomX = 100; _zoomY = 100; _precise = true; _frame = nullptr; clipRect(); _offsetX = offsetX; _offsetY = offsetY; } ////////////////////////////////////////////////////////////////////// BaseActiveRect::~BaseActiveRect() { _owner = nullptr; _frame = nullptr; _region = nullptr; } ////////////////////////////////////////////////////////////////////////// void BaseActiveRect::clipRect() { Rect32 rc; bool customViewport; _gameRef->getCurrentViewportRect(&rc, &customViewport); BaseRenderer *Rend = BaseEngine::getRenderer(); 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; } BasePlatform::intersectRect(&_rect, &_rect, &rc); } } // End of namespace Wintermute