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GNAP: Compute the thumbnail when opening the device so that it doesn't show the large hand in savegames
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@ -97,6 +97,7 @@ GnapEngine::GnapEngine(OSystem *syst, const ADGameDescription *gd) :
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Engine::syncSoundSettings();
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_scene = nullptr;
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_music = nullptr;
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_tempThumbnail = nullptr;
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_wasSavegameLoaded = false;
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for (int i = 0; i < kMaxTimers; ++i)
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@ -112,6 +113,7 @@ GnapEngine::GnapEngine(OSystem *syst, const ADGameDescription *gd) :
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GnapEngine::~GnapEngine() {
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delete _random;
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delete _music;
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delete _tempThumbnail;
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}
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Common::Error GnapEngine::run() {
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@ -248,6 +248,8 @@ public:
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MusicPlayer *_music;
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Graphics::Font *_font;
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Common::MemoryWriteStreamDynamic *_tempThumbnail;
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int _lastUpdateClock;
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int _debugLevel;
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@ -210,8 +210,11 @@ void GnapEngine::runMenu() {
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_menuStatus = 0;
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_menuDone = false;
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createMenuSprite();//??? CHECKME Crashes when done in loadStockDat() find out why
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delete _tempThumbnail;
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_tempThumbnail = new Common::MemoryWriteStreamDynamic;
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Graphics::saveThumbnail(*_tempThumbnail);
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createMenuSprite();
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insertDeviceIconActive();
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for (int i = 0; i < 7; ++i) {
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@ -577,7 +580,9 @@ void GnapEngine::writeSavegameHeader(Common::OutSaveFile *out, GnapSavegameHeade
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out->writeString(header._saveName);
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out->writeByte('\0');
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Graphics::saveThumbnail(*out);
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// This implies the menu is used
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// If we want to save/load at any time, then a check should be added
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out->write(_tempThumbnail->getData(), _tempThumbnail->size());
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// Write out the save date/time
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TimeDate td;
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@ -608,7 +613,7 @@ bool GnapEngine::readSavegameHeader(Common::InSaveFile *in, GnapSavegameHeader &
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while ((ch = (char)in->readByte()) != '\0')
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header._saveName += ch;
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// TODO: Get the thumbnail
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// Get the thumbnail, saved in v2 or later
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if (header._version == 1)
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header._thumbnail = nullptr;
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else {
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