68 lines
2.0 KiB
C++
68 lines
2.0 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_ACTIVE_RECT_H
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#define WINTERMUTE_BASE_ACTIVE_RECT_H
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#include "common/rect.h"
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#include "engines/wintermute/base/base.h"
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namespace Wintermute {
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class BaseRegion;
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class BaseSubFrame;
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class BaseObject;
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#ifdef ENABLE_WME3D
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class XModel;
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#endif
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class BaseActiveRect : BaseClass {
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public:
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void clipRect();
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bool _precise{};
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float _zoomX;
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float _zoomY;
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BaseSubFrame *_frame;
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#ifdef ENABLE_WME3D
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XModel *_xmodel;
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#endif
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BaseObject *_owner;
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BaseRegion *_region;
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int32 _offsetX;
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int32 _offsetY;
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Common::Rect32 _rect;
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BaseActiveRect(BaseGame *inGameOwner = nullptr);
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BaseActiveRect(BaseGame *inGameOwner, BaseObject *owner, BaseSubFrame *frame, int x, int y, int width, int height, float zoomX = 100, float zoomY = 100, bool precise = true);
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BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *region, int offsetX, int offsetY);
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#ifdef ENABLE_WME3D
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BaseActiveRect(BaseGame *inGame, BaseObject *owner, XModel *model, int x, int y, int width, int height, bool precise = true);
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#endif
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~BaseActiveRect() override;
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};
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} // End of namespace Wintermute
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#endif
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