aboutsummaryrefslogtreecommitdiff
path: root/engines/titanic/game_view.cpp
blob: 2f0e74ac08b4c13ee9d434de583b8a71978d74f8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
/* 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.
 *
 */

#include "titanic/game_view.h"
#include "titanic/game_manager.h"
#include "titanic/main_game_window.h"
#include "titanic/support/screen_manager.h"

namespace Titanic {

#define VIEW_OFFSET_X 20
#define VIEW_OFFSET_Y 10

CGameView::CGameView() : _gameManager(nullptr), _surface(nullptr) {
}

void CGameView::setGameManager(CGameManager *gameManager) {
	_gameManager = gameManager;
}

void CGameView::postLoad() {
	delete _surface;
	_surface = nullptr;
}

void CGameView::deleteView(int roomNumber, int nodeNumber, int viewNumber) {
	CViewItem *view = _gameManager->_project->findView(roomNumber, nodeNumber, viewNumber);
	if (view)
		delete view;
}

void CGameView::createSurface(const CResourceKey &key) {
	// Reset any current view surface
	_gameManager->initBounds();
	delete _surface;
	_surface = nullptr;
	
	// Create a fresh surface
	CScreenManager::setCurrent();
	_surface = CScreenManager::_currentScreenManagerPtr->createSurface(key);
	_surface->_blitFlag = true;
}

void CGameView::drawView() {
	CScreenManager::setCurrent();
	Rect srcRect = _gameManager->_bounds;

	Rect rect2(0, 0, 600, 340);
	rect2.translate(VIEW_OFFSET_X, VIEW_OFFSET_Y);
	srcRect.constrain(rect2);
	Common::Point destPos(srcRect.left, srcRect.top);
	srcRect.translate(-VIEW_OFFSET_X, -VIEW_OFFSET_Y);

	CScreenManager::_currentScreenManagerPtr->blitFrom(SURFACE_BACKBUFFER,
		_surface, &destPos, &srcRect);
}

/*------------------------------------------------------------------------*/

CSTGameView::CSTGameView(CMainGameWindow *gameWindow) :
		CGameView(), _gameWindow(gameWindow) {
}

void CSTGameView::setView(CViewItem *view) {
	_gameWindow->setActiveView(view);
}

void CSTGameView::draw(const Rect &bounds) {
	_gameWindow->draw();
}

} // End of namespace Titanic