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engines/wintermute/base/base_active_rect.cpp
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138
engines/wintermute/base/base_active_rect.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/base_active_rect.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/base_engine.h"
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#include "engines/wintermute/base/base_region.h"
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "engines/wintermute/platform_osystem.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////
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BaseActiveRect::BaseActiveRect(BaseGame *inGame) : BaseClass(inGame) {
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BasePlatform::setRectEmpty(&_rect);
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_owner = nullptr;
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_frame = nullptr;
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#ifdef ENABLE_WME3D
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_xmodel = nullptr;
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#endif
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_region = nullptr;
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_zoomX = 100;
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_zoomY = 100;
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_offsetX = _offsetY = 0;
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clipRect();
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}
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//////////////////////////////////////////////////////////////////////
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BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseSubFrame *frame, int x, int y, int width, int height, float zoomX, float zoomY, bool precise) : BaseClass(inGame) {
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_owner = owner;
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_frame = frame;
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BasePlatform::setRect(&_rect, x, y, x + width, y + height);
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_zoomX = zoomX;
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_zoomY = zoomY;
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_precise = precise;
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#ifdef ENABLE_WME3D
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_xmodel = nullptr;
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#endif
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_region = nullptr;
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_offsetX = _offsetY = 0;
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clipRect();
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}
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//////////////////////////////////////////////////////////////////////
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#ifdef ENABLE_WME3D
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BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, XModel *model, int x, int y, int width, int height, bool precise) : BaseClass(inGame) {
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_owner = owner;
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_xmodel = model;
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BasePlatform::setRect(&_rect, x, y, x + width, y + height);
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_zoomX = 100;
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_zoomY = 100;
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_precise = precise;
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_frame = nullptr;
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_region = nullptr;
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_offsetX = _offsetY = 0;
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clipRect();
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}
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#endif
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//////////////////////////////////////////////////////////////////////
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BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *region, int offsetX, int offsetY) : BaseClass(inGame) {
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_owner = owner;
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_region = region;
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BasePlatform::copyRect(&_rect, ®ion->_rect);
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BasePlatform::offsetRect(&_rect, -offsetX, -offsetY);
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_zoomX = 100;
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_zoomY = 100;
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_precise = true;
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_frame = nullptr;
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#ifdef ENABLE_WME3D
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_xmodel = nullptr;
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#endif
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clipRect();
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_offsetX = offsetX;
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_offsetY = offsetY;
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}
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//////////////////////////////////////////////////////////////////////
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BaseActiveRect::~BaseActiveRect() {
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_owner = nullptr;
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_frame = nullptr;
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#ifdef ENABLE_WME3D
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_xmodel = nullptr;
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#endif
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_region = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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void BaseActiveRect::clipRect() {
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Common::Rect32 rc;
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bool customViewport;
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_game->getCurrentViewportRect(&rc, &customViewport);
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BaseRenderer *rend = _game->_renderer;
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if (!customViewport) {
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rc.left -= rend->_drawOffsetX;
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rc.right -= rend->_drawOffsetX;
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rc.top -= rend->_drawOffsetY;
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rc.bottom -= rend->_drawOffsetY;
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}
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if (rc.left > _rect.left) {
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_offsetX = rc.left - _rect.left;
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}
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if (rc.top > _rect.top) {
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_offsetY = rc.top - _rect.top;
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}
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BasePlatform::intersectRect(&_rect, &_rect, &rc);
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}
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} // End of namespace Wintermute
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