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![Eugene Sandulenko](/assets/img/avatar_default.png)
The things which are intentionally left with the prefix: BS_LOG, BS_ASSERT, BS_Rect, BS_String. svn-id: r53261
135 lines
3.9 KiB
C++
135 lines
3.9 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/gfx/panel.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/gfx/graphicengine.h"
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#include "sword25/gfx/image/image.h"
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namespace Sword25 {
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// -----------------------------------------------------------------------------
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#define BS_LOG_PREFIX "PANEL"
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// -----------------------------------------------------------------------------
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// Construction/Destruction
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// -----------------------------------------------------------------------------
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Panel::Panel(RenderObjectPtr<RenderObject> ParentPtr, int Width, int Height, unsigned int Color) :
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RenderObject(ParentPtr, RenderObject::TYPE_PANEL),
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m_Color(Color) {
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m_InitSuccess = false;
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m_Width = Width;
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m_Height = Height;
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if (m_Width < 0) {
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BS_LOG_ERRORLN("Tried to initialise a panel with an invalid width (%d).", m_Width);
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return;
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}
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if (m_Height < 0) {
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BS_LOG_ERRORLN("Tried to initialise a panel with an invalid height (%d).", m_Height);
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return;
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}
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m_InitSuccess = true;
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}
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// -----------------------------------------------------------------------------
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Panel::Panel(InputPersistenceBlock &Reader, RenderObjectPtr<RenderObject> ParentPtr, unsigned int Handle) :
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RenderObject(ParentPtr, RenderObject::TYPE_PANEL, Handle) {
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m_InitSuccess = Unpersist(Reader);
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}
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// -----------------------------------------------------------------------------
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Panel::~Panel() {
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}
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// -----------------------------------------------------------------------------
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// Rendern
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// -----------------------------------------------------------------------------
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bool Panel::DoRender() {
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// Falls der Alphawert 0 ist, ist das Panel komplett durchsichtig und es muss nichts gezeichnet werden.
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if (m_Color >> 24 == 0) return true;
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GraphicEngine *GfxPtr = static_cast<GraphicEngine *>(Kernel::GetInstance()->GetService("gfx"));
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BS_ASSERT(GfxPtr);
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return GfxPtr->Fill(&m_BBox, m_Color);
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}
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// -----------------------------------------------------------------------------
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// Persistenz
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// -----------------------------------------------------------------------------
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bool Panel::Persist(OutputPersistenceBlock &Writer) {
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bool Result = true;
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Result &= RenderObject::Persist(Writer);
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Writer.Write(m_Color);
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Result &= RenderObject::PersistChildren(Writer);
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return Result;
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}
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// -----------------------------------------------------------------------------
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bool Panel::Unpersist(InputPersistenceBlock &Reader) {
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bool Result = true;
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Result &= RenderObject::Unpersist(Reader);
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unsigned int Color;
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Reader.Read(Color);
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SetColor(Color);
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Result &= RenderObject::UnpersistChildren(Reader);
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return Reader.IsGood() && Result;
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}
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} // End of namespace Sword25
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