58 lines
1.7 KiB
C++
58 lines
1.7 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 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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#ifndef WINTERMUTE_BASE_VIEWPORT_H
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#define WINTERMUTE_BASE_VIEWPORT_H
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#include "common/rect.h"
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/persistent.h"
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namespace Wintermute {
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class BaseObject;
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class BaseViewport : public BaseClass {
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public:
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int getHeight();
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int getWidth();
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Common::Rect32 *getRect();
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bool setRect(int32 left, int32 top, int32 right, int32 bottom, bool noCheck = false);
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DECLARE_PERSISTENT(BaseViewport, BaseClass)
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int32 _offsetY;
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int32 _offsetX;
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BaseObject *_mainObject;
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BaseViewport(BaseGame *inGame = nullptr);
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~BaseViewport() override;
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virtual Common::String debuggerToString() const;
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private:
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Common::Rect32 _rect;
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};
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} // End of namespace Wintermute
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#endif
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