scummvm/engines/wintermute/base/base_viewport.cpp
2013-01-26 18:07:07 +01:00

100 lines
2.9 KiB
C++

/* 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 "engines/wintermute/base/base_game.h"
#include "engines/wintermute/platform_osystem.h"
#include "engines/wintermute/base/base_viewport.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(BaseViewport, false)
//////////////////////////////////////////////////////////////////////////
BaseViewport::BaseViewport(BaseGame *inGame) : BaseClass(inGame) {
BasePlatform::setRectEmpty(&_rect);
_mainObject = nullptr;
_offsetX = _offsetY = 0;
}
//////////////////////////////////////////////////////////////////////////
BaseViewport::~BaseViewport() {
}
//////////////////////////////////////////////////////////////////////////
bool BaseViewport::persist(BasePersistenceManager *persistMgr) {
persistMgr->transfer(TMEMBER(_gameRef));
persistMgr->transfer(TMEMBER(_mainObject));
persistMgr->transfer(TMEMBER(_offsetX));
persistMgr->transfer(TMEMBER(_offsetY));
persistMgr->transfer(TMEMBER(_rect));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseViewport::setRect(int left, int top, int right, int bottom, bool noCheck) {
if (!noCheck) {
left = MAX(left, 0);
top = MAX(top, 0);
right = MIN(right, _gameRef->_renderer->_width);
bottom = MIN(bottom, _gameRef->_renderer->_height);
}
BasePlatform::setRect(&_rect, left, top, right, bottom);
_offsetX = left;
_offsetY = top;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
Rect32 *BaseViewport::getRect() {
return &_rect;
}
//////////////////////////////////////////////////////////////////////////
int BaseViewport::getWidth() const {
return _rect.right - _rect.left;
}
//////////////////////////////////////////////////////////////////////////
int BaseViewport::getHeight() const {
return _rect.bottom - _rect.top;
}
} // end of namespace Wintermute