/* 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 3 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, see . * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_VIEWPORT_H #define WINTERMUTE_BASE_VIEWPORT_H #include "common/rect.h" #include "engines/wintermute/base/base.h" #include "engines/wintermute/persistent.h" namespace Wintermute { class BaseObject; class BaseViewport : public BaseClass { public: int getHeight(); int getWidth(); Common::Rect32 *getRect(); bool setRect(int32 left, int32 top, int32 right, int32 bottom, bool noCheck = false); DECLARE_PERSISTENT(BaseViewport, BaseClass) int32 _offsetY; int32 _offsetX; BaseObject *_mainObject; BaseViewport(BaseGame *inGame = nullptr); ~BaseViewport() override; virtual Common::String debuggerToString() const; private: Common::Rect32 _rect; }; } // End of namespace Wintermute #endif