/* 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 . * */ #include "tetraedge/te/te_clip_layout.h" #include "tetraedge/tetraedge.h" #include "tetraedge/game/application.h" #include "tetraedge/te/te_renderer.h" namespace Tetraedge { TeClipLayout::TeClipLayout() { } void TeClipLayout::draw() { if (!worldVisible()) return; TeRenderer *renderer = g_engine->getRenderer(); bool prevScissorEnabled = renderer->scissorEnabled(); const TeVector2f32 prevScissorPos(renderer->scissorX(), renderer->scissorY()); const TeVector2f32 prevScissorSize(renderer->scissorWidth(), renderer->scissorHeight()); const TeMatrix4x4 worldTransform = worldTransformationMatrix(); const TeVector3f32 v1 = worldTransform * TeVector3f32(0, 0, 0); const TeVector3f32 v2 = worldTransform * TeVector3f32(1, 0, 0); const TeVector3f32 v3 = worldTransform * TeVector3f32(0, 1, 0); const TeVector3f32 offset((v2 - v1).length(), (v3 - v1).length(), 1); const TeVector3f32 thisSize(xSize(), ySize(), 0); const TeVector3f32 newScissorSize = thisSize * offset; const TeVector3f32 transformedSize(v1.x() - newScissorSize.x() / 2, v1.y() + newScissorSize.y() / 2, 0); const TeVector3f32 winSize = g_engine->getApplication()->getMainWindow().size(); const TeVector3f32 newScissorOff(transformedSize.x() + winSize.x() / 2, winSize.y() - (transformedSize.y() + winSize.y() / 2), 0); renderer->setScissorEnabled(true); renderer->setScissor(newScissorOff.x(), newScissorOff.y(), newScissorSize.x(), newScissorSize.y()); TeLayout::draw(); renderer->setScissor(prevScissorPos.getX(), prevScissorPos.getY(), prevScissorSize.getX(), prevScissorSize.getY()); renderer->setScissorEnabled(prevScissorEnabled); } } // end namespace Tetraedge