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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
*/
#ifndef WINTERMUTE_BACTIVERECT_H
#define WINTERMUTE_BACTIVERECT_H
#include "engines/wintermute/math/Rect32.h"
#include "engines/wintermute/Base/BBase.h"
namespace WinterMute {
class CBRegion;
class CBSubFrame;
class CBObject;
class CBActiveRect: CBBase {
public:
void clipRect();
bool _precise;
float _zoomX;
float _zoomY;
CBSubFrame *_frame;
CBObject *_owner;
CBRegion *_region;
int _offsetX;
int _offsetY;
Rect32 _rect;
CBActiveRect(CBGame *inGameOwner = NULL);
CBActiveRect(CBGame *inGameOwner, CBObject *owner, CBSubFrame *frame, int x, int y, int width, int height, float zoomX = 100, float zoomY = 100, bool precise = true);
CBActiveRect(CBGame *inGame, CBObject *owner, CBRegion *region, int offsetX, int offsetY);
virtual ~CBActiveRect();
};
} // end of namespace WinterMute
#endif
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