Files
scummvm-cursorfix/engines/wintermute/base/base_active_rect.cpp
2026-02-02 04:50:13 +01:00

139 lines
4.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/base_active_rect.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/base_region.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/platform_osystem.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
BaseActiveRect::BaseActiveRect(BaseGame *inGame) : BaseClass(inGame) {
BasePlatform::setRectEmpty(&_rect);
_owner = nullptr;
_frame = nullptr;
#ifdef ENABLE_WME3D
_xmodel = nullptr;
#endif
_region = nullptr;
_zoomX = 100;
_zoomY = 100;
_offsetX = _offsetY = 0;
clipRect();
}
//////////////////////////////////////////////////////////////////////
BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseSubFrame *frame, int x, int y, int width, int height, float zoomX, float zoomY, bool precise) : BaseClass(inGame) {
_owner = owner;
_frame = frame;
BasePlatform::setRect(&_rect, x, y, x + width, y + height);
_zoomX = zoomX;
_zoomY = zoomY;
_precise = precise;
#ifdef ENABLE_WME3D
_xmodel = nullptr;
#endif
_region = nullptr;
_offsetX = _offsetY = 0;
clipRect();
}
//////////////////////////////////////////////////////////////////////
#ifdef ENABLE_WME3D
BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, XModel *model, int x, int y, int width, int height, bool precise) : BaseClass(inGame) {
_owner = owner;
_xmodel = model;
BasePlatform::setRect(&_rect, x, y, x + width, y + height);
_zoomX = 100;
_zoomY = 100;
_precise = precise;
_frame = nullptr;
_region = nullptr;
_offsetX = _offsetY = 0;
clipRect();
}
#endif
//////////////////////////////////////////////////////////////////////
BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *region, int offsetX, int offsetY) : BaseClass(inGame) {
_owner = owner;
_region = region;
BasePlatform::copyRect(&_rect, &region->_rect);
BasePlatform::offsetRect(&_rect, -offsetX, -offsetY);
_zoomX = 100;
_zoomY = 100;
_precise = true;
_frame = nullptr;
#ifdef ENABLE_WME3D
_xmodel = nullptr;
#endif
clipRect();
_offsetX = offsetX;
_offsetY = offsetY;
}
//////////////////////////////////////////////////////////////////////
BaseActiveRect::~BaseActiveRect() {
_owner = nullptr;
_frame = nullptr;
#ifdef ENABLE_WME3D
_xmodel = nullptr;
#endif
_region = nullptr;
}
//////////////////////////////////////////////////////////////////////////
void BaseActiveRect::clipRect() {
Common::Rect32 rc;
bool customViewport;
_game->getCurrentViewportRect(&rc, &customViewport);
BaseRenderer *rend = _game->_renderer;
if (!customViewport) {
rc.left -= rend->_drawOffsetX;
rc.right -= rend->_drawOffsetX;
rc.top -= rend->_drawOffsetY;
rc.bottom -= rend->_drawOffsetY;
}
if (rc.left > _rect.left) {
_offsetX = rc.left - _rect.left;
}
if (rc.top > _rect.top) {
_offsetY = rc.top - _rect.top;
}
BasePlatform::intersectRect(&_rect, &_rect, &rc);
}
} // End of namespace Wintermute