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engines/zvision/zvision.h
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310
engines/zvision/zvision.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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#ifndef ZVISION_ZVISION_H
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#define ZVISION_ZVISION_H
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#include "common/events.h"
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#include "common/random.h"
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#include "common/system.h"
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#include "engines/engine.h"
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#include "graphics/pixelformat.h"
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#include "gui/debugger.h"
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#include "zvision/detection.h"
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#include "zvision/core/clock.h"
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namespace Common {
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class Keymap;
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}
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namespace Video {
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class VideoDecoder;
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}
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/**
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* This is the namespace of the ZVision engine.
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*
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* Status of this engine: complete
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*
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* Games using this engine:
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* - Zork Nemesis: The Forbidden Lands
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* - Zork: Grand Inquisitor
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*
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*/
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namespace ZVision {
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struct ZvisionGameDescription;
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class Console;
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class ScriptManager;
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class RenderManager;
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class CursorManager;
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class StringManager;
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class FileManager;
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class SaveManager;
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class RLFDecoder;
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class MenuManager;
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class SubtitleManager;
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class TextRenderer;
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class Subtitle;
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class MidiManager;
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class VolumeManager;
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struct ScreenLayout {
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Common::Rect screenArea; // Original screen resolution
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Common::Rect menuArea; // Menu display area, relative to original screen
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Common::Rect workingArea; // Playfield & video playback area, relative to original screen
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Common::Rect textArea; // Subtitle & message area, relative to original screen
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};
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// NB Footage of original DOS Nemesis engine indicates playfield was centrally placed on screen.
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// Subtitle scripts, however, suggest playfield was higher up, otherwise they run off the bottom of the screen.
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// This could just be an error in the scripts or an artefact of the original game's development, so we will continue to use as-released central placement.
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static const ScreenLayout nemesisLayout {
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Common::Rect(640, 480), // Screen
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Common::Rect(Common::Point(64, 0), 512, 32), // Menu
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Common::Rect(Common::Point(64, 80), 512, 320), // Working; aspect ratio 1.6
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Common::Rect(Common::Point(64, 420), 512, 60) // Text
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};
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static const ScreenLayout zgiLayout {
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Common::Rect(640, 480), // Screen
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Common::Rect(Common::Point(0, 0), 640, 32), // Menu
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Common::Rect(Common::Point(0, 68), 640, 344), // Working; aspect ratio 1.86
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Common::Rect(Common::Point(0, 412), 640, 68) // Text
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};
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enum {
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ROTATION_SCREEN_EDGE_OFFSET = 60,
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MAX_ROTATION_SPEED = 400, // Pixels per second
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KEYBUF_SIZE = 20
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};
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enum ZVisionAction {
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kZVisionActionNone,
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kZVisionActionUp,
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kZVisionActionDown,
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kZVisionActionLeft,
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kZVisionActionRight,
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kZVisionActionSave,
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kZVisionActionRestore,
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kZVisionActionQuit,
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kZVisionActionPreferences,
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kZVisionActionShowFPS,
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kZVisionActionSkipCutscene,
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kZVisionActionCount
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};
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extern const char *mainKeymapId;
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extern const char *gameKeymapId;
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extern const char *cutscenesKeymapId;
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class ZVision : public Engine {
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public:
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ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc);
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~ZVision() override;
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public:
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const Graphics::PixelFormat _resourcePixelFormat;
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const Graphics::PixelFormat _screenPixelFormat;
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private:
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const ZVisionGameDescription *_gameDescription;
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// We need random numbers
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Common::RandomSource *_rnd;
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// Managers
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ScriptManager *_scriptManager;
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RenderManager *_renderManager;
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CursorManager *_cursorManager;
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StringManager *_stringManager;
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TextRenderer *_textRenderer;
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MidiManager *_midiManager;
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FileManager *_fileManager;
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SaveManager *_saveManager;
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MenuManager *_menu;
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SubtitleManager *_subtitleManager;
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VolumeManager *_volumeManager;
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// Clock
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Clock _clock;
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// Audio ID
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int _audioId;
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// To prevent allocation every time we process events
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Common::Event _event;
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Common::Keymap *_gameKeymap, *_cutscenesKeymap;
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int _frameRenderDelay;
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int _renderedFrameCount;
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int _fps;
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int16 _mouseVelocity;
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int16 _keyboardVelocity;
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bool _doubleFPS;
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bool _widescreen;
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bool _videoIsPlaying;
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bool _breakMainLoop = false;
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uint8 _cheatBuffer[KEYBUF_SIZE];
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public:
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Common::Error run() override;
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void pauseEngineIntern(bool pause) override;
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ZVisionGameId getGameId() const;
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Common::Language getLanguage() const;
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uint32 getFeatures() const;
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ScriptManager *getScriptManager() const {
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return _scriptManager;
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}
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RenderManager *getRenderManager() const {
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return _renderManager;
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}
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CursorManager *getCursorManager() const {
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return _cursorManager;
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}
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FileManager *getFileManager() const {
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return _fileManager;
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}
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SaveManager *getSaveManager() const {
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return _saveManager;
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}
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StringManager *getStringManager() const {
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return _stringManager;
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}
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TextRenderer *getTextRenderer() const {
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return _textRenderer;
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}
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MidiManager *getMidiManager() const {
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return _midiManager;
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}
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MenuManager *getMenuManager() const {
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return _menu;
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}
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SubtitleManager *getSubtitleManager() const {
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return _subtitleManager;
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}
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VolumeManager *getVolumeManager() const {
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return _volumeManager;
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}
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Common::Keymap *getGameKeymap() const {
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return _gameKeymap;
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}
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Common::RandomSource *getRandomSource() const {
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return _rnd;
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}
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int16 getKeyboardVelocity() const {
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return _keyboardVelocity;
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}
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int16 getMouseVelocity() const {
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return _mouseVelocity;
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}
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uint8 getZvisionKey(Common::KeyCode scummKeyCode);
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void startClock() {
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_clock.start();
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}
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void stopClock() {
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_clock.stop();
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}
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void initScreen(bool hiRes = false);
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/**
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* Play a video until it is finished. This is a blocking call. It will call
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* _clock.stop() when the video starts and _clock.start() when the video finishes.
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* It will also consume all events during video playback.
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*
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* @param videoDecoder The video to play
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* @param destRect Where to put the video. (In working window coords)
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* @param srcRect What subset of video to blit to destRect (In video frame coords) // TODO implement
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* @param skippable If true, the video can be skipped at any time using [Spacebar]
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*/
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void playVideo(Video::VideoDecoder &videoDecoder, Common::Rect destRect = Common::Rect(0, 0, 0, 0), bool skippable = true, uint16 sub = 0, Common::Rect srcRect = Common::Rect(0, 0, 0, 0));
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Video::VideoDecoder *loadAnimation(const Common::Path &fileName);
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void setRenderDelay(uint);
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bool canRender();
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static void fpsTimerCallback(void *refCon);
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void fpsTimer();
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int getFPS() const {
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return _fps;
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}
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bool isWidescreen() {
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return _widescreen;
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}
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void syncSoundSettings() override;
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void loadSettings();
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void saveSettings();
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bool quit(bool askFirst = true, bool streaming = false);
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// Engine features
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bool hasFeature(EngineFeature f) const override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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// Used to update cursor on a location change
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void onMouseMove() {
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onMouseMove(_system->getEventManager()->getMousePos());
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}
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private:
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void initialize();
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void initFonts();
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void initializePath(const Common::FSNode &gamePath) override;
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void parseStrFile(const Common::String &fileName);
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/** Called every frame from ZVision::run() to process any events from EventMan */
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void processEvents();
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void onMouseMove(const Common::Point &pos);
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void registerDefaultSettings();
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void cheatCodes(uint8 key);
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void pushKeyToCheatBuf(uint8 key);
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bool checkCode(const char *code);
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uint8 getBufferedKey(uint8 pos);
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};
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} // End of namespace ZVision
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#endif
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