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Updated the list of TODOs
svn-id: r45768
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@ -125,6 +125,8 @@ void MusicPlayer::send(uint32 b) {
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if (!_channel[channel]) {
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_channel[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel();
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// If a new channel is allocated during the playback, make sure
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// its volume is correctly initialized.
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setChannelVolume(channel);
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}
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@ -232,12 +234,6 @@ void MusicPlayer::syncVolume() {
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int volume = ConfMan.getInt("music_volume");
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debugC(2, kDraciSoundDebugLevel, "Syncing music volume to %d", volume);
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setVolume(volume);
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// TODO: doesn't work in the beginning when no music is playing yet.
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// It goes through all active channels (= none) and stops. Only after
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// actual instruments have played in the channels, this has an effect.
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// As a consequence, music is very loud in the beginning until Ctrl-F5
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// is pressed for the first time.
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}
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} // End of namespace Draci
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@ -88,7 +88,6 @@ void Screen::interpolatePalettes(const byte *first, const byte *second, uint16 s
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_palette[i * 4 + 3] = 0;
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}
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// TODO: Investigate why this is needed
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// Shift the palette two bits to the left to make it brighter
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for (int i = start * 4; i < (start + num) * 4; ++i) {
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_palette[i] <<= 2;
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@ -572,6 +572,7 @@ void Script::icoStat(Common::Queue<int> ¶ms) {
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}
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if (_vm->_mouse->getCursorType() == kNormalCursor) {
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// TODO: is this correct?
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if (_vm->_game->getLoopStatus() == kStatusInventory) {
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_vm->_mouse->cursorOff();
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}
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@ -307,8 +307,8 @@ void Text::draw(Surface *surface, bool markDirty, int relX, int relY) const {
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_font->drawString(surface, _text, _x + relX, _y + relY, _colour, _spacing, true);
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}
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// TODO: Handle scaled parameter properly by implementing Text scaling
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Common::Rect Text::getRect(const Displacement &displacement) const {
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// Texts are never scaled
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return Common::Rect(_x + displacement.relX, _y + displacement.relY, _x + displacement.relX + _width, _y + displacement.relY + _height);
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}
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@ -645,7 +645,7 @@ bool WalkingState::walkOnNextEdge() {
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Movement nextAnim = directionForNextPhase();
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_lastAnimPhase = _vm->_game->playHeroAnimation(nextAnim);
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// TODO: do we need to clear this callback for the animation?
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// TODO: do we need to clear the callback for the turning animation?
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debugC(2, kDraciWalkingDebugLevel, "Turned for edge %d, starting animation %d with phase %d", _segment, nextAnim, _lastAnimPhase);
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