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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 "BGame.h"
#include "PlatformSDL.h"
#include "BViewport.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CBViewport, false)
//////////////////////////////////////////////////////////////////////////
CBViewport::CBViewport(CBGame *inGame): CBBase(inGame) {
CBPlatform::SetRectEmpty(&_rect);
_mainObject = NULL;
_offsetX = _offsetY = 0;
}
//////////////////////////////////////////////////////////////////////////
CBViewport::~CBViewport() {
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBViewport::Persist(CBPersistMgr *PersistMgr) {
PersistMgr->Transfer(TMEMBER(Game));
PersistMgr->Transfer(TMEMBER(_mainObject));
PersistMgr->Transfer(TMEMBER(_offsetX));
PersistMgr->Transfer(TMEMBER(_offsetY));
PersistMgr->Transfer(TMEMBER(_rect));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBViewport::SetRect(int left, int top, int right, int bottom, bool NoCheck) {
if (!NoCheck) {
left = MAX(left, 0);
top = MAX(top, 0);
right = MIN(right, Game->_renderer->_width);
bottom = MIN(bottom, Game->_renderer->_height);
}
CBPlatform::SetRect(&_rect, left, top, right, bottom);
_offsetX = left;
_offsetY = top;
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
RECT *CBViewport::GetRect() {
return &_rect;
}
//////////////////////////////////////////////////////////////////////////
int CBViewport::GetWidth() {
return _rect.right - _rect.left;
}
//////////////////////////////////////////////////////////////////////////
int CBViewport::GetHeight() {
return _rect.bottom - _rect.top;
}
} // end of namespace WinterMute
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