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ZVISION: Move the screen initialization code into a separate function
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@ -105,15 +105,6 @@ ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
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debug(1, "ZVision::ZVision");
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uint16 workingWindowWidth = (gameDesc->gameId == GID_NEMESIS) ? ZNM_WORKING_WINDOW_WIDTH : ZGI_WORKING_WINDOW_WIDTH;
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uint16 workingWindowHeight = (gameDesc->gameId == GID_NEMESIS) ? ZNM_WORKING_WINDOW_HEIGHT : ZGI_WORKING_WINDOW_HEIGHT;
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_workingWindow = Common::Rect(
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(WINDOW_WIDTH - workingWindowWidth) / 2,
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(WINDOW_HEIGHT - workingWindowHeight) / 2,
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((WINDOW_WIDTH - workingWindowWidth) / 2) + workingWindowWidth,
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((WINDOW_HEIGHT - workingWindowHeight) / 2) + workingWindowHeight
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);
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memset(_cheatBuffer, 0, sizeof(_cheatBuffer));
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}
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@ -211,7 +202,7 @@ void ZVision::initialize() {
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} else if (_gameDescription->gameId == GID_NEMESIS)
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_searchManager->loadZix("NEMESIS.ZIX");
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initGraphics(WINDOW_WIDTH, WINDOW_HEIGHT, true, &_screenPixelFormat);
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initScreen();
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// Register random source
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_rnd = new Common::RandomSource("zvision");
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@ -358,4 +349,17 @@ void ZVision::fpsTimer() {
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_renderedFrameCount = 0;
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}
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void ZVision::initScreen() {
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uint16 workingWindowWidth = (_gameDescription->gameId == GID_NEMESIS) ? ZNM_WORKING_WINDOW_WIDTH : ZGI_WORKING_WINDOW_WIDTH;
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uint16 workingWindowHeight = (_gameDescription->gameId == GID_NEMESIS) ? ZNM_WORKING_WINDOW_HEIGHT : ZGI_WORKING_WINDOW_HEIGHT;
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_workingWindow = Common::Rect(
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(WINDOW_WIDTH - workingWindowWidth) / 2,
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(WINDOW_HEIGHT - workingWindowHeight) / 2,
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((WINDOW_WIDTH - workingWindowWidth) / 2) + workingWindowWidth,
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((WINDOW_HEIGHT - workingWindowHeight) / 2) + workingWindowHeight
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);
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initGraphics(WINDOW_WIDTH, WINDOW_HEIGHT, true, &_screenPixelFormat);
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}
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} // End of namespace ZVision
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@ -194,6 +194,8 @@ public:
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_clock.stop();
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}
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void initScreen();
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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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