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engines/mm/mm1/views/combat.h
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276
engines/mm/mm1/views/combat.h
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/* 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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#ifndef MM1_VIEWS_COMBAT_H
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#define MM1_VIEWS_COMBAT_H
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#include "mm/mm1/game/combat.h"
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#include "mm/mm1/views/text_view.h"
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namespace MM {
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namespace MM1 {
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namespace Views {
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class Combat : public TextView, public Game::Combat {
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private:
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LineArray _monsterSpellLines;
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uint _attackableCount = 0;
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InfoMessage _spellResult;
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// Combat options that have sub-option selection
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enum SelectedOption {
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OPTION_NONE, OPTION_DELAY, OPTION_EXCHANGE,
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OPTION_FIGHT, OPTION_SHOOT
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};
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SelectedOption _option = OPTION_NONE;
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/**
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* Selects a combat option that requires a selection
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*/
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void setOption(SelectedOption option);
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void writeOptions();
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void writeAllOptions();
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void writeAttackOptions();
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void writeCastOption();
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void writeShootOption();
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void resetBottom();
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/**
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* Write the encounter handicap
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*/
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void writeHandicap();
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/**
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* Write out all the static content
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*/
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void writeStaticContent();
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/**
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* Write out the round number
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*/
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void writeRound();
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/**
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* Writes out the party member numbers,
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* with a plus next to each if they can attack
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*/
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void writePartyNumbers();
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/**
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* Write the monsters list
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*/
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void writeMonsters();
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/**
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* Write out a monster's status
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*/
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void writeMonsterStatus(int monsterNum);
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/**
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* Write out a series of dots
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*/
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void writeDots();
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/**
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* Writes out the party members
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*/
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void writeParty();
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/**
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* Clears the party area
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*/
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void clearPartyArea();
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/**
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* Writes the result of defeating all the monsters
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*/
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void writeDefeat();
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/**
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* Highlight the round number indicator
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*/
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void highlightNextRound();
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/**
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* Write monster changes
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*/
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void writeMonsterEffects();
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/**
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* Handles a monster action
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*/
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void writeMonsterAction(bool flees);
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/**
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* Write out message from a monster casting a spell
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*/
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void writeMonsterSpell();
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/**
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* Write out monster's attack
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*/
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void writeMonsterAttack();
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/**
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* Write message for monster infiltrating the party
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*/
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void writeInfiltration();
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/**
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* Write message for monster waits for an opening
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*/
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void writeWaitsForOpening();
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/**
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* Writes the result of a spell
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*/
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void writeSpellResult();
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/**
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* Whether there's messages remaining
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*/
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void checkMonsterSpellDone();
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/**
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* Delay option
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*/
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void delay();
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/**
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* Exchange option
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*/
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void exchange();
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/**
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* Fight option
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*/
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void fight();
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/**
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* Shoot option
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*/
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void shoot();
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/**
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* Write message for characters attacking monsters
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*/
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void writeCharAttackDamage();
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/**
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* Write message for character attack having no effect
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*/
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void writeCharAttackNoEffect();
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/**
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* Get attack damage string
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*/
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Common::String getAttackString();
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/**
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* Writes out a message
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*/
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void writeMessage();
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/**
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* Writes text for delay number selection
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*/
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void writeDelaySelect();
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/**
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* Write text for exchange party member
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*/
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void writeExchangeSelect();
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/**
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* Having selected to fight, selects monster to attack
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*/
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void writeFightSelect();
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/**
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* Having selected to shoot, selects monster to attack
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*/
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void writeShootSelect();
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protected:
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/**
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* Sets a new display mode
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*/
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void setMode(Mode newMode) override;
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/**
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* Does final cleanup when combat is done
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*/
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void combatDone() override;
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public:
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Combat();
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virtual ~Combat() {}
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void displaySpellResult(const InfoMessage &msg) override;
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/**
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* Disable the flags for allowing attacks for
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* the current character
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*/
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void disableAttacks();
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/**
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* Called when the view is focused
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*/
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bool msgFocus(const FocusMessage &msg) override;
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/**
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* Called when the view is unfocused
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*/
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bool msgUnfocus(const UnfocusMessage &msg) override;
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/**
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* Called for game messages
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*/
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bool msgGame(const GameMessage &msg) override;
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/**
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* Draw the Combat details overlayed on
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* the existing game screen
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*/
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void draw() override;
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/**
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* Handles delay timeouts
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*/
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void timeout() override;
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/**
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* Handles keypresses
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*/
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bool msgKeypress(const KeypressMessage &msg) override;
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/**
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* Key binder actions
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*/
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bool msgAction(const ActionMessage &msg) override;
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};
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} // namespace Views
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} // namespace MM1
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} // namespace MM
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#endif
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