synced with scummvm to 2011-Apr-13
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347 changed files with 53648 additions and 8521 deletions
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@ -47,7 +47,7 @@ namespace GUI {
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/**
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* Initializes graphics and shows error message.
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*/
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void GUIErrorMessage(const Common::String msg);
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void GUIErrorMessage(const Common::String &msg);
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class Engine {
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@ -74,6 +74,17 @@ private:
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*/
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int _pauseLevel;
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/**
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* The time when the pause was started.
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*/
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uint32 _pauseStartTime;
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/**
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* The time when the engine was started. This value is used to calculate
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* the current play time of the game running.
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*/
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int32 _engineStartTime;
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public:
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@ -152,6 +163,15 @@ public:
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* Notify the engine that the sound settings in the config manager may have
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* changed and that it hence should adjust any internal volume etc. values
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* accordingly.
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* The default implementation sets the volume levels of all mixer sound
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* types according to the config entries of the active domain.
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* When overwriting, call the default implementation first, then adjust the
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* volumes further (if required).
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*
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* @note When setting volume levels, respect the "mute" config entry.
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* @note The volume for the plain sound type is reset to the maximum
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* volume. If the engine can associate its own value for this
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* type, it needs to overwrite this member and set it accordingly.
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* @todo find a better name for this
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*/
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virtual void syncSoundSettings();
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@ -234,6 +254,24 @@ public:
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*/
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void openMainMenuDialog();
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/**
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* Get the total play time.
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*
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* @return How long the player has been playing in ms.
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*/
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uint32 getTotalPlayTime() const;
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/**
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* Set the game time counter to the specified time.
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*
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* This can be used to set the play time counter after loading a savegame
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* for example. Another use case is in case the engine wants to exclude
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* time from the counter the user spent in original engine dialogs.
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*
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* @param time Play time to set up in ms.
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*/
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void setTotalPlayTime(uint32 time = 0);
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inline Common::TimerManager *getTimerManager() { return _timer; }
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inline Common::EventManager *getEventManager() { return _eventMan; }
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inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
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