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engines/myst3/myst3.h
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255
engines/myst3/myst3.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 MYST3_ENGINE_H
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#define MYST3_ENGINE_H
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#include "engines/engine.h"
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#include "common/array.h"
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#include "common/ptr.h"
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#include "common/system.h"
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#include "common/random.h"
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#include "engines/myst3/archive.h"
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namespace Graphics {
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struct Surface;
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class FrameLimiter;
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}
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namespace Common {
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struct Event;
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}
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namespace Myst3 {
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// Engine Debug Flags
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enum {
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kDebugVariable = 1,
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kDebugSaveLoad,
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kDebugNode,
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kDebugScript,
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};
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enum TransitionType {
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kTransitionFade = 1,
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kTransitionNone,
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kTransitionZip,
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kTransitionLeftToRight,
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kTransitionRightToLeft
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};
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class Archive;
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class Console;
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class Drawable;
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class GameState;
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class HotSpot;
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class Cursor;
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class Inventory;
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class Database;
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class Scene;
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class Script;
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class SpotItemFace;
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class SunSpot;
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class Renderer;
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class Menu;
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class Node;
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class Sound;
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class Ambient;
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class ScriptedMovie;
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class ShakeEffect;
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class RotationEffect;
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class Transition;
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struct NodeData;
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struct Myst3GameDescription;
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typedef Common::SharedPtr<NodeData> NodePtr;
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class Myst3Engine : public Engine {
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protected:
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// Engine APIs
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Common::Error run() override;
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void syncSoundSettings() override;
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void pauseEngineIntern(bool pause) override;
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public:
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GameState *_state;
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Scene *_scene;
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Cursor *_cursor;
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Inventory *_inventory;
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Renderer *_gfx;
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Menu *_menu;
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Database *_db;
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Sound *_sound;
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Ambient *_ambient;
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Common::RandomSource *_rnd;
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// Used by the projectors on J'nanin, see puzzle #14
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Graphics::Surface *_projectorBackground;
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Myst3Engine(OSystem *syst, const Myst3GameDescription *version);
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virtual ~Myst3Engine();
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bool hasFeature(EngineFeature f) const override;
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Common::Platform getPlatform() const;
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Common::Language getGameLanguage() const;
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uint32 getGameLocalizationType() const;
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uint32 getGameLayoutType() const;
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bool isTextLanguageEnglish() const;
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bool isWideScreenModEnabled() const;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error loadGameState(int slot) override;
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Common::Error loadGameState(Common::String fileName, TransitionType transition);
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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Common::Error saveGameState(const Common::String &desc, const Graphics::Surface *thumbnail, bool isAutosave);
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ResourceDescription getFileDescription(const Common::String &room, uint32 index, uint16 face,
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Archive::ResourceType type);
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ResourceDescriptionArray listFilesMatching(const Common::String &room, uint32 index, uint16 face,
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Archive::ResourceType type);
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Graphics::Surface *loadTexture(uint16 id);
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static Graphics::Surface *decodeJpeg(const ResourceDescription *jpegDesc);
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void goToNode(uint16 nodeID, TransitionType transition);
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void loadNode(uint16 nodeID, uint32 roomID = 0, uint32 ageID = 0);
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void unloadNode();
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void loadNodeCubeFaces(uint16 nodeID);
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void loadNodeFrame(uint16 nodeID);
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void loadNodeMenu(uint16 nodeID);
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void setupTransition();
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void drawTransition(TransitionType transitionType);
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void dragItem(uint16 statusVar, uint16 movie, uint16 frame, uint16 hoverFrame, uint16 itemVar);
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void dragSymbol(uint16 var, uint16 id);
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int16 openDialog(uint16 id);
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void runNodeInitScripts();
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void runNodeBackgroundScripts();
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void runScriptsFromNode(uint16 nodeID, uint32 roomID = 0, uint32 ageID = 0);
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void runBackgroundSoundScriptsFromNode(uint16 nodeID, uint32 roomID = 0, uint32 ageID = 0);
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void runAmbientScripts(uint32 node);
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void loadMovie(uint16 id, uint16 condition, bool resetCond, bool loop);
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void playMovieGoToNode(uint16 movie, uint16 node);
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void playMovieFullFrame(uint16 movie);
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void playSimpleMovie(uint16 id, bool fullframe = false, bool refreshAmbientSounds = false);
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void removeMovie(uint16 id);
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void setMovieLooping(uint16 id, bool loop);
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void addSpotItem(uint16 id, int16 condition, bool fade);
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SpotItemFace *addMenuSpotItem(uint16 id, int16 condition, const Common::Rect &rect);
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void loadNodeSubtitles(uint32 id);
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void addSunSpot(uint16 pitch, uint16 heading, uint16 intensity,
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uint16 color, uint16 var, bool varControlledIntensity, uint16 radius);
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SunSpot computeSunspotsIntensity(float pitch, float heading);
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void setMenuAction(uint16 action) { _menuAction = action; }
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void animateDirectionChange(float pitch, float heading, uint16 scriptTicks);
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void getMovieLookAt(uint16 id, bool start, float &pitch, float &heading);
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void drawFrame(bool noSwap = false);
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void processInput(bool interactive);
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void processEventForKeyboardState(const Common::Event &event);
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void processEventForGamepad(const Common::Event &event);
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void updateInputState();
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bool inputValidatePressed();
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bool inputEscapePressed();
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bool inputSpacePressed();
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bool inputTilePressed();
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void settingsInitDefaults();
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void settingsLoadToVars();
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void settingsApplyFromVars();
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private:
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OSystem *_system;
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const Myst3GameDescription *_gameDescription;
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Node *_node;
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Common::Array<Archive *> _archivesCommon;
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Archive *_archiveNode;
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Script *_scriptEngine;
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Common::Array<ScriptedMovie *> _movies;
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Common::Array<SunSpot *> _sunspots;
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Common::Array<Drawable *> _drawables;
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uint16 _menuAction;
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// Used by Amateria's magnetic rings
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ShakeEffect *_shakeEffect;
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// Used by Voltaic's spinning gears
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RotationEffect *_rotationEffect;
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Graphics::FrameLimiter *_frameLimiter;
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Transition *_transition;
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bool _inputSpacePressed;
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bool _inputEnterPressed;
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bool _inputEscapePressed;
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bool _inputEscapePressedNotConsumed;
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bool _inputTildePressed;
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bool _interactive;
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uint32 _backgroundSoundScriptLastRoomId;
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uint32 _backgroundSoundScriptLastAgeId;
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/**
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* When the widescreen mode is active, the user can manually hide
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* the inventory by clicking on an unused inventory space.
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* This allows interacting with the scene portion that is below
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* the inventory.
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*/
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bool _inventoryManualHide;
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HotSpot *getHoveredHotspot(NodePtr nodeData, uint16 var = 0);
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void updateCursor();
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bool checkDatafiles();
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bool addArchive(const Common::String &file, bool mandatory);
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void openArchives();
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void closeArchives();
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bool isInventoryVisible();
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void interactWithHoveredElement();
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friend class Console;
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};
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} // end of namespace Myst3
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#endif
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