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engines/wintermute/utils/utils.h
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67
engines/wintermute/utils/utils.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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_UTILS_H
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#define WINTERMUTE_UTILS_H
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#include "engines/wintermute/wintypes.h"
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namespace Wintermute {
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class BaseGame;
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class BaseUtils {
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public:
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static void swap(int *a, int *b);
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static float normalizeAngle(float angle);
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static void createPath(const char *path, bool pathOnly = false);
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static void debugMessage(const char *text);
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static char *setString(char **string, const char *value);
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static char *strEntry(int entry, const char *str, const char delim = ',');
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static int randomInt(int from, int to);
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static float randomFloat(float from, float to);
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static float randomAngle(float from, float to);
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static bool matchesPattern(const char *pattern, const char *string);
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static void RGBtoHSL(uint32 rgbColor, byte *outH, byte *outS, byte *outL);
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static uint32 HSLtoRGB(byte H, byte S, byte L);
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private:
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static float Hue2RGB(float v1, float v2, float vH);
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};
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void qsort_msvc(void *base, uint32 nmemb, uint32 size,
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int32 (*compare)(const void *, const void *));
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} // End of namespace Wintermute
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#endif
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