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https://github.com/libretro/scummvm.git
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97 lines
2.7 KiB
C++
97 lines
2.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/game_view.h"
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#include "titanic/game_manager.h"
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#include "titanic/main_game_window.h"
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#include "titanic/support/screen_manager.h"
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namespace Titanic {
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#define VIEW_OFFSET_X 20
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#define VIEW_OFFSET_Y 10
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CGameView::CGameView() : _gameManager(nullptr), _surface(nullptr) {
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}
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CGameView::~CGameView() {
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if (_surface)
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delete _surface;
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}
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void CGameView::setGameManager(CGameManager *gameManager) {
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_gameManager = gameManager;
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}
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void CGameView::postLoad() {
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delete _surface;
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_surface = nullptr;
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}
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void CGameView::deleteView(int roomNumber, int nodeNumber, int viewNumber) {
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CViewItem *view = _gameManager->_project->findView(roomNumber, nodeNumber, viewNumber);
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if (view)
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delete view;
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}
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void CGameView::createSurface(const CResourceKey &key) {
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// Reset any current view surface
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_gameManager->markAllDirty();
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delete _surface;
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_surface = nullptr;
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// Create a fresh surface
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CScreenManager::setCurrent();
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_surface = CScreenManager::_currentScreenManagerPtr->createSurface(key);
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_surface->_fastBlitFlag = true;
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}
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void CGameView::drawView() {
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CScreenManager::setCurrent();
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Rect srcRect = _gameManager->_bounds;
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Rect rect2(0, 0, 600, 340);
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rect2.translate(VIEW_OFFSET_X, VIEW_OFFSET_Y);
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srcRect.constrain(rect2);
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Common::Point destPos(srcRect.left, srcRect.top);
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srcRect.translate(-VIEW_OFFSET_X, -VIEW_OFFSET_Y);
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CScreenManager::_currentScreenManagerPtr->blitFrom(SURFACE_BACKBUFFER,
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_surface, &destPos, &srcRect);
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}
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/*------------------------------------------------------------------------*/
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CSTGameView::CSTGameView(CMainGameWindow *gameWindow) :
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CGameView(), _gameWindow(gameWindow) {
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}
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void CSTGameView::setView(CViewItem *view) {
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_gameWindow->setActiveView(view);
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}
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void CSTGameView::draw(const Rect &bounds) {
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_gameWindow->draw();
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}
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} // End of namespace Titanic
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