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engines/queen/display.h
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284
engines/queen/display.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 QUEEN_DISPLAY_H
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#define QUEEN_DISPLAY_H
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#include "common/str.h"
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#include "common/util.h"
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#include "common/random.h"
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#include "queen/defs.h"
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class OSystem;
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namespace Common {
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struct Rect;
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}
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namespace Queen {
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class QueenEngine;
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class Display {
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public:
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Display(QueenEngine *vm, OSystem *system);
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~Display();
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//! initialize dynalum for the specified room
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void dynalumInit(const char *roomName, uint16 roomNum);
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//! update dynalum for the current room
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void dynalumUpdate(int16 x, int16 y);
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//! update the palette
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void palSet(const uint8 *pal, int start, int end, bool updateScreen = false);
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//! setup palette for Joe's dress
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void palSetJoeDress();
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//! setup palette for Joe's normal clothes
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void palSetJoeNormal();
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//! setup palette for panel and inventory objects
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void palSetPanel();
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//! fade the current palette in
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void palFadeIn(uint16 roomNum, bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);
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//! fade the current palette out
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void palFadeOut(uint16 roomNum);
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//! grey the panel area (used when panel is disabled)
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void palGreyPanel();
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//! scroll some palette colors
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void palScroll(int start, int end);
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void palSetAmigaColor(uint8 color, uint16 rgb);
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//! custom palette effect for the specified room
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void palCustomColors(uint16 roomNum);
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//! custom palette scroll for the specified room
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void palCustomScroll(uint16 roomNum);
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//! process a 'palette flash' effect
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void palCustomFlash();
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void palCustomLightsOff(uint16 roomNum);
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void palCustomLightsOn(uint16 roomNum);
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//! mark all palette entries as dirty
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void palSetAllDirty() { _pal.dirtyMin = 0; _pal.dirtyMax = 255; }
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//! returns the number of colors used by the room
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int getNumColorsForRoom(uint16 room) const;
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//! returns true if we shouldn't fade the palette in the specified room
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bool isPalFadingDisabled(uint16 room) const;
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//! change fullscreen/panel mode
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void screenMode(int comPanel, bool inCutaway);
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void prepareUpdate();
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void update(bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);
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void setupPanel();
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void setupNewRoom(const char *name, uint16 room);
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void drawBobSprite(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h, uint16 pitch, bool xflip);
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void drawBobPasteDown(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);
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void drawInventoryItem(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);
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void blit(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, const uint8 *srcBuf, uint16 srcPitch, uint16 w, uint16 h, bool xflip, bool masked);
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void fill(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, uint16 w, uint16 h, uint8 color);
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//! decode PCX picture data
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void decodePCX(const uint8 *src, uint32 srcSize, uint8 *dst, uint16 dstPitch, uint16 *w, uint16 *h, uint8 *pal, uint16 palStart, uint16 palEnd);
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//! decode IFF picture data
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void decodeIFF(const uint8 *src, uint32 srcSize, uint8 *dst, uint16 dstPitch, uint16 *w, uint16 *h, uint8 *pal, uint16 palStart, uint16 palEnd, uint8 colorBase = 0);
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void horizontalScrollUpdate(int16 xCamera);
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void horizontalScroll(int16 scroll);
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int16 horizontalScroll() const { return _horizontalScroll; }
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void fullscreen(bool fs) { _fullRefresh = 2; _fullscreen = fs; }
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bool fullscreen() const { return _fullscreen; }
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//! mark the specified block as dirty
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void setDirtyBlock(uint16 x, uint16 y, uint16 w, uint16 h);
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//! force a full refresh (bypassing the dirtyblocks rendering), on next screen update
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void forceFullRefresh() { _fullRefresh = 2; }
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//! change mouse cursor bitmap
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void setMouseCursor(uint8 *buf, uint16 w, uint16 h);
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//! show/hide mouse cursor
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void showMouseCursor(bool show);
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//! initialize font, compute justification sizes
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void initFont();
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//! add the specified text to the texts list
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void setText(uint16 x, uint16 y, const char *text, bool outlined = true);
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//! add the specified text to the texts list
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void setTextCentered(uint16 y, const char *text, bool outlined = true);
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//! draw the text lists
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void drawTexts();
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//! remove entries from the texts list
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void clearTexts(uint16 y1, uint16 y2);
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void setupInkColors();
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uint8 getInkColor(InkColor color) const { return _inkColors[color]; }
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//! change the current text color
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void textCurrentColor(uint8 color) { _curTextColor = color; }
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//! change the text color for the specified texts list entry
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void textColor(uint16 y, uint8 color) { _texts[y].color = color; }
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//! Set the focus rectangle to the speaking character
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void setFocusRect(const Common::Rect& rect);
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int textCenterX(const char *text) const;
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uint16 textWidth(const char *text) const;
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uint16 textWidth(const char *text, uint16 len) const;
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void drawChar(uint16 x, uint16 y, uint8 color, const uint8 *chr);
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void drawText(uint16 x, uint16 y, uint8 color, const char *text, bool outlined = true);
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void drawBox(int16 x1, int16 y1, int16 x2, int16 y2, uint8 col);
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void shake(bool reset);
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void blankScreen();
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void blankScreenEffect1();
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void blankScreenEffect2();
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void blankScreenEffect3();
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private:
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enum {
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FADE_SPEED = 16,
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D_BLOCK_W = 8,
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D_BLOCK_H = 8
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};
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enum BufferDimension {
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BACKDROP_W = 640,
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BACKDROP_H = 200,
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SCREEN_W = 320,
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SCREEN_H = 200,
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PANEL_W = 320,
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PANEL_H = 50
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};
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struct {
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uint8 *room;
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uint8 *screen;
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uint8 *panel;
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int dirtyMin, dirtyMax;
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bool scrollable;
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} _pal;
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struct Dynalum {
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bool valid;
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uint8 *mskBuf;
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uint32 mskSize;
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int8 *lumBuf;
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uint32 lumSize;
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uint8 prevColMask;
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void clear() {
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valid = false;
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mskBuf = nullptr;
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mskSize = 0;
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lumBuf = nullptr;
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lumSize = 0;
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prevColMask = 0;
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}
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};
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struct TextSlot {
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uint16 x;
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uint8 color;
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Common::String text;
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bool outlined;
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void clear() {
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x = 0;
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color = 0;
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text = "";
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outlined = false;
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}
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};
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uint8 *_screenBuf;
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uint8 *_panelBuf;
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uint8 *_backdropBuf;
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uint8 _fullRefresh;
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uint8 *_dirtyBlocks;
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uint16 _dirtyBlocksWidth, _dirtyBlocksHeight;
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bool _fullscreen;
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uint16 _horizontalScroll;
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uint16 _bdWidth, _bdHeight;
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const char *_imageExt;
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//! texts list
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TextSlot _texts[GAME_SCREEN_HEIGHT];
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//! current text color to use for display
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uint8 _curTextColor;
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//! font justification sizes
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uint8 _charWidth[256];
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uint8 _inkColors[INK_COUNT];
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Common::RandomSource _rnd;
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Dynalum _dynalum;
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OSystem *_system;
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QueenEngine *_vm;
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const uint8 *_font;
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static const uint8 _fontRegular[];
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static const uint8 _fontHebrew[];
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static const uint8 _fontHebrewAdvBrew[];
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static const uint8 _fontRussian[];
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static const uint8 _fontGreek[];
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static const uint8 _palJoeClothes[];
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static const uint8 _palJoeDress[];
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};
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} // End of namespace Queen
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#endif
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