/* 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_game.h" #include "engines/wintermute/platform_osystem.h" #include "engines/wintermute/base/base_viewport.h" namespace Wintermute { IMPLEMENT_PERSISTENT(BaseViewport, false) ////////////////////////////////////////////////////////////////////////// BaseViewport::BaseViewport(BaseGame *inGame) : BaseClass(inGame) { BasePlatform::setRectEmpty(&_rect); _mainObject = NULL; _offsetX = _offsetY = 0; } ////////////////////////////////////////////////////////////////////////// BaseViewport::~BaseViewport() { } ////////////////////////////////////////////////////////////////////////// bool BaseViewport::persist(BasePersistenceManager *persistMgr) { persistMgr->transfer(TMEMBER(_gameRef)); persistMgr->transfer(TMEMBER(_mainObject)); persistMgr->transfer(TMEMBER(_offsetX)); persistMgr->transfer(TMEMBER(_offsetY)); persistMgr->transfer(TMEMBER(_rect)); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseViewport::setRect(int left, int top, int right, int bottom, bool noCheck) { if (!noCheck) { left = MAX(left, 0); top = MAX(top, 0); right = MIN(right, _gameRef->_renderer->_width); bottom = MIN(bottom, _gameRef->_renderer->_height); } BasePlatform::setRect(&_rect, left, top, right, bottom); _offsetX = left; _offsetY = top; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// Rect32 *BaseViewport::getRect() { return &_rect; } ////////////////////////////////////////////////////////////////////////// int BaseViewport::getWidth() { return _rect.right - _rect.left; } ////////////////////////////////////////////////////////////////////////// int BaseViewport::getHeight() { return _rect.bottom - _rect.top; } } // end of namespace Wintermute