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engines/tetraedge/game/application.h
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198
engines/tetraedge/game/application.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 TETRAEDGE_GAME_APPLICATION_H
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#define TETRAEDGE_GAME_APPLICATION_H
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#include "common/str.h"
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#include "common/ptr.h"
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#include "tetraedge/game/bonus_menu.h"
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#include "tetraedge/game/credits.h"
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#include "tetraedge/game/global_bonus_menu.h"
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#include "tetraedge/game/main_menu.h"
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#include "tetraedge/game/options_menu.h"
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#include "tetraedge/game/loc_file.h"
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#include "tetraedge/game/owner_error_menu.h"
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#include "tetraedge/game/splash_screens.h"
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#include "tetraedge/game/in_game_scene.h"
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#include "tetraedge/game/upsell_screen.h"
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#include "tetraedge/te/te_visual_fade.h"
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#include "tetraedge/te/te_music.h"
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#include "tetraedge/te/te_xml_gui.h"
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#include "tetraedge/te/te_font3.h"
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namespace Common {
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struct Event;
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}
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namespace Tetraedge {
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class Application {
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public:
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Application();
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~Application();
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void create();
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void destroy();
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void startGame(bool newGame, int difficulty);
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void resume();
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bool run();
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void suspend();
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void showNoCellIcon(bool show);
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void showLoadingIcon(bool show);
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void saveCorrupted(const Common::String &fname);
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void performRender();
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//void preloadTextrue(); does nothing
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void fade();
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void blackFade();
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void captureFade();
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bool isFading();
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bool isLockCursor();
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bool isLockPad();
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void lockCursor(bool lock);
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void lockCursorFromAction(bool lock);
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void loadOptions(const Common::String &fname);
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void saveOptions(const Common::String &fname);
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void getSavegameThumbnail(Graphics::Surface &thumb);
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Common::String getHelpText(const Common::String &key);
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BonusMenu &bonusMenu() { return _bonusMenu; }
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GlobalBonusMenu &globalBonusMenu() { return _globalBonusMenu; }
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MainMenu &mainMenu() { return _mainMenu; }
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OptionsMenu &optionsMenu() { return _optionsMenu; }
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TeMusic &music() { return _music; }
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Credits &credits() { return _credits; }
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UpsellScreen &upsellScreen() { return _upsellScreen; }
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TeVisualFade &visualFade() { return _visFade; }
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TeSpriteLayout &appSpriteLayout() { return _appSpriteLayout; }
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TeSpriteLayout &mouseCursorLayout() { return _mouseCursorLayout; }
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const Common::String getVersionString() const { return _versionString; }
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TeLayout &getMainWindow() { return _mainWindow; }
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void setTutoActivated(bool val) { _tutoActivated = val; }
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TeCamera *mainWindowCamera() { return _mainWindowCamera.get(); }
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Common::Array<Common::String> &unrecalAnims() { return _unrecalAnims; }
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int &difficulty() { return _difficulty; }
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bool &tutoActivated() { return _tutoActivated; }
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void setFinishedGame(bool val) { _finishedGame = val; }
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void setFinishedFremium(bool val) { _finishedFremium = val; }
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const Common::String &firstWarpPath() { return _firstWarpPath; }
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const Common::String &firstZone() { return _firstZone; }
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const Common::String &firstScene() { return _firstScene; }
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const Common::Path &defaultCursor() { return _defaultCursor; }
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TeLayout &frontLayout() { return _frontLayout; };
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TeLayout &frontOrientationLayout() { return _frontOrientationLayout; }
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TeLayout &backLayout() { return _backLayout; }
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LocFile &loc() { return _loc; }
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bool ratioStretched() const { return _ratioStretched; }
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bool compassLook() const { return _compassLook; }
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bool inverseLook() const { return _inverseLook; }
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bool permanentHelp() const { return _permanentHelp; }
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bool musicOn() const { return _musicOn; }
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private:
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void drawBack();
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void drawFront();
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const char *inAppUnlockFullVersionID();
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bool onBlackFadeAnimationFinished();
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bool onMainWindowSizeChanged();
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bool onMousePositionChanged(const Common::Point &p);
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bool _finishedGame;
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bool _finishedFremium;
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TeVisualFade _visFade;
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TeMusic _music;
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TeSpriteLayout _appSpriteLayout;
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TeSpriteLayout _mouseCursorLayout;
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TeSpriteLayout _autoSaveIcon1;
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TeSpriteLayout _autoSaveIcon2;
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TeButtonLayout _lockCursorButton;
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TeButtonLayout _lockCursorFromActionButton;
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TeLayout _frontLayout;
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TeLayout _frontOrientationLayout;
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TeLayout _backLayout;
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LocFile _loc;
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Common::String _applicationTitle;
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Common::String _versionString;
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Common::String _firstWarpPath;
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Common::String _firstZone;
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Common::String _firstScene;
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Common::Path _defaultCursor;
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Common::Array<Common::String> _unrecalAnims;
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TeCurveAnim2<Te3DObject2, TeColor> _autoSaveIconAnim1;
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TeCurveAnim2<Te3DObject2, TeColor> _autoSaveIconAnim2;
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Common::SharedPtr<TeCamera> _mainWindowCamera; // TODO: should be part of TeMainWindow.
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TeLayout _mainWindow; // TODO: should be a specialised class.
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GlobalBonusMenu _globalBonusMenu;
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BonusMenu _bonusMenu;
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MainMenu _mainMenu;
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OptionsMenu _optionsMenu;
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Credits _credits;
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OwnerErrorMenu _ownerErrorMenu;
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SplashScreens _splashScreens;
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UpsellScreen _upsellScreen;
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TeIntrusivePtr<TeFont3> _fontComic;
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TeIntrusivePtr<TeFont3> _fontArgh;
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TeIntrusivePtr<TeFont3> _fontArial;
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TeIntrusivePtr<TeFont3> _fontChaucer;
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TeIntrusivePtr<TeFont3> _fontColaborate;
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TeIntrusivePtr<TeFont3> _fontProDisplay;
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bool _captureFade;
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bool _created;
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bool _tutoActivated;
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bool _drawShadows;
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bool _ratioStretched;
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bool _compassLook;
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bool _inverseLook;
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bool _permanentHelp;
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bool _musicOn;
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int _difficulty;
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TeXmlGui _helpGui;
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static bool _dontUpdateWhenApplicationPaused;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_GAME_APPLICATION_H
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