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/* 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 "dcgf.h"
#include "BActiveRect.h"
#include "BGame.h"
#include "BRegion.h"
#include "PlatformSDL.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////
CBActiveRect::CBActiveRect(CBGame *inGame): CBBase(inGame) {
CBPlatform::SetRectEmpty(&_rect);
_owner = NULL;
_frame = NULL;
_region = NULL;
_zoomX = 100;
_zoomY = 100;
_offsetX = _offsetY = 0;
ClipRect();
}
//////////////////////////////////////////////////////////////////////
CBActiveRect::CBActiveRect(CBGame *inGame, CBObject *Owner, CBSubFrame *Frame, int X, int Y, int Width, int Height, float ZoomX, float ZoomY, bool Precise): CBBase(inGame) {
_owner = Owner;
_frame = Frame;
CBPlatform::SetRect(&_rect, X, Y, X + Width, Y + Height);
_zoomX = ZoomX;
_zoomY = ZoomY;
_precise = Precise;
_region = NULL;
_offsetX = _offsetY = 0;
ClipRect();
}
//////////////////////////////////////////////////////////////////////
CBActiveRect::CBActiveRect(CBGame *inGame, CBObject *Owner, CBRegion *Region, int OffsetX, int OffsetY): CBBase(inGame) {
_owner = Owner;
_region = Region;
CBPlatform::CopyRect(&_rect, &Region->_rect);
CBPlatform::OffsetRect(&_rect, -OffsetX, -OffsetY);
_zoomX = 100;
_zoomY = 100;
_precise = true;
_frame = NULL;
ClipRect();
_offsetX = OffsetX;
_offsetY = OffsetY;
}
//////////////////////////////////////////////////////////////////////
CBActiveRect::~CBActiveRect() {
_owner = NULL;
_frame = NULL;
_region = NULL;
}
//////////////////////////////////////////////////////////////////////////
void CBActiveRect::ClipRect() {
RECT rc;
bool CustomViewport;
Game->GetCurrentViewportRect(&rc, &CustomViewport);
CBRenderer *Rend = Game->_renderer;
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;
CBPlatform::IntersectRect(&_rect, &_rect, &rc);
}
} // end of namespace WinterMute
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