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engines/wintermute/base/base_viewport.cpp
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engines/wintermute/base/base_viewport.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_viewport.h"
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#include "engines/wintermute/base/base_engine.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/base_persistence_manager.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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IMPLEMENT_PERSISTENT(BaseViewport, false)
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//////////////////////////////////////////////////////////////////////////
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BaseViewport::BaseViewport(BaseGame *inGame) : BaseClass(inGame) {
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BasePlatform::setRectEmpty(&_rect);
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_mainObject = nullptr;
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_offsetX = _offsetY = 0;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseViewport::~BaseViewport() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseViewport::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferPtr(TMEMBER_PTR(_game));
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persistMgr->transferPtr(TMEMBER_PTR(_mainObject));
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persistMgr->transferSint32(TMEMBER(_offsetX));
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persistMgr->transferSint32(TMEMBER(_offsetY));
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persistMgr->transferRect32(TMEMBER(_rect));
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseViewport::setRect(int32 left, int32 top, int32 right, int32 bottom, bool noCheck) {
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if (!noCheck) {
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left = MAX<int32>(left, 0);
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top = MAX<int32>(top, 0);
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right = MIN(right, _game->_renderer->getWidth());
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bottom = MIN(bottom, _game->_renderer->getHeight());
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}
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BasePlatform::setRect(&_rect, left, top, right, bottom);
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_offsetX = left;
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_offsetY = top;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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Common::Rect32 *BaseViewport::getRect() {
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return &_rect;
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}
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//////////////////////////////////////////////////////////////////////////
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int BaseViewport::getWidth() {
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return _rect.right - _rect.left;
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}
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//////////////////////////////////////////////////////////////////////////
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int BaseViewport::getHeight() {
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return _rect.bottom - _rect.top;
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}
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Common::String BaseViewport::debuggerToString() const {
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return Common::String::format("%p: BaseViewport: (top, right, bottom, left): (%d, %d, %d, %d)", (const void *)this, _rect.top, _rect.right, _rect.bottom, _rect.left);
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}
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} // End of namespace Wintermute
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