/* 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_viewport.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/base/base_persistence_manager.h" #include "engines/wintermute/base/gfx/base_renderer.h" namespace Wintermute { IMPLEMENT_PERSISTENT(BaseViewport, false) ////////////////////////////////////////////////////////////////////////// BaseViewport::BaseViewport(BaseGame *inGame) : BaseClass(inGame) { _rect.setEmpty(); _mainObject = nullptr; _offsetX = _offsetY = 0; } ////////////////////////////////////////////////////////////////////////// BaseViewport::~BaseViewport() { } ////////////////////////////////////////////////////////////////////////// bool BaseViewport::persist(BasePersistenceManager *persistMgr) { persistMgr->transferPtr(TMEMBER_PTR(_gameRef)); persistMgr->transferPtr(TMEMBER_PTR(_mainObject)); persistMgr->transferSint32(TMEMBER(_offsetX)); persistMgr->transferSint32(TMEMBER(_offsetY)); persistMgr->transferRect32(TMEMBER(_rect)); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseViewport::setRect(int32 left, int32 top, int32 right, int32 bottom, bool noCheck) { if (!noCheck) { left = MAX(left, 0); top = MAX(top, 0); right = MIN(right, BaseEngine::instance().getRenderer()->getWidth()); bottom = MIN(bottom, BaseEngine::instance().getRenderer()->getHeight()); } _rect.setRect(left, top, right, bottom); _offsetX = left; _offsetY = top; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// Rect32 *BaseViewport::getRect() { return &_rect; } ////////////////////////////////////////////////////////////////////////// int BaseViewport::getWidth() const { return _rect.right - _rect.left; } ////////////////////////////////////////////////////////////////////////// int BaseViewport::getHeight() const { return _rect.bottom - _rect.top; } Common::String BaseViewport::debuggerToString() const { return Common::String::format("%p: BaseViewport: (top, right, bottom, left): (%d, %d, %d, %d)", (const void *)this, _rect.top, _rect.right, _rect.bottom, _rect.left); } } // End of namespace Wintermute