mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-27 05:32:45 +00:00
SHERLOCK: Move the engine options into the MetaEngine subclass
This commit is contained in:
parent
7a7ba38f3c
commit
bb788e054b
@ -1,4 +1,4 @@
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engines/sherlock/detection_tables.h
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engines/sherlock/detection_tables.h
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engines/sherlock/detection.cpp
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engines/sherlock/metaengine.cpp
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engines/sherlock/scalpel/scalpel.cpp
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engines/sherlock/scalpel/scalpel.cpp
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engines/sherlock/tattoo/widget_files.cpp
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engines/sherlock/tattoo/widget_files.cpp
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@ -39,114 +39,12 @@ static const DebugChannelDef debugFlagList[] = {
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DEBUG_CHANNEL_END
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DEBUG_CHANNEL_END
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};
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};
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#define GAMEOPTION_ORIGINAL_SAVES GUIO_GAMEOPTIONS1
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#define GAMEOPTION_FADE_STYLE GUIO_GAMEOPTIONS2
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#define GAMEOPTION_HELP_STYLE GUIO_GAMEOPTIONS3
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#define GAMEOPTION_PORTRAITS_ON GUIO_GAMEOPTIONS4
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#define GAMEOPTION_WINDOW_STYLE GUIO_GAMEOPTIONS5
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#define GAMEOPTION_TRANSPARENT_WINDOWS GUIO_GAMEOPTIONS6
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#ifdef USE_TTS
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#define GAMEOPTION_TTS_NARRATOR GUIO_GAMEOPTIONS7
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#endif
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static const ADExtraGuiOptionsMap optionsList[] = {
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{
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GAMEOPTION_ORIGINAL_SAVES,
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{
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_s("Use original save/load screens"),
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_s("Use the original save/load screens instead of the ScummVM ones"),
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"originalsaveload",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_FADE_STYLE,
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{
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_s("Pixellated scene transitions"),
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_s("When changing scenes, a randomized pixel transition is done"),
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"fade_style",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_HELP_STYLE,
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{
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_s("Don't show hotspots when moving mouse"),
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_s("Only show hotspot names after you actually click on a hotspot or action button"),
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"help_style",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_PORTRAITS_ON,
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{
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_s("Show character portraits"),
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_s("Show portraits for the characters when conversing"),
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"portraits_on",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_WINDOW_STYLE,
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{
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_s("Slide dialogs into view"),
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_s("Slide UI dialogs into view, rather than simply showing them immediately"),
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"window_style",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_TRANSPARENT_WINDOWS,
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{
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_s("Transparent windows"),
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_s("Show windows with a partially transparent background"),
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"transparent_windows",
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true,
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0,
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0
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}
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},
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#ifdef USE_TTS
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{
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GAMEOPTION_TTS_NARRATOR,
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{
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_s("TTS Narrator"),
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_s("Use TTS to read the descriptions (if TTS is available)"),
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"tts_narrator",
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false,
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0,
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0
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}
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},
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#endif
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AD_EXTRA_GUI_OPTIONS_TERMINATOR
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};
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#include "sherlock/detection_tables.h"
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#include "sherlock/detection_tables.h"
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class SherlockMetaEngineDetection : public AdvancedMetaEngineDetection {
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class SherlockMetaEngineDetection : public AdvancedMetaEngineDetection {
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public:
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public:
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SherlockMetaEngineDetection() : AdvancedMetaEngineDetection(Sherlock::gameDescriptions, sizeof(Sherlock::SherlockGameDescription),
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SherlockMetaEngineDetection() : AdvancedMetaEngineDetection(Sherlock::gameDescriptions, sizeof(Sherlock::SherlockGameDescription),
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sherlockGames, optionsList) {}
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sherlockGames) {}
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const char *getName() const override {
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const char *getName() const override {
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return "sherlock";
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return "sherlock";
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@ -37,6 +37,17 @@ struct SherlockGameDescription {
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GameType gameID;
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GameType gameID;
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};
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};
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#define GAMEOPTION_ORIGINAL_SAVES GUIO_GAMEOPTIONS1
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#define GAMEOPTION_FADE_STYLE GUIO_GAMEOPTIONS2
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#define GAMEOPTION_HELP_STYLE GUIO_GAMEOPTIONS3
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#define GAMEOPTION_PORTRAITS_ON GUIO_GAMEOPTIONS4
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#define GAMEOPTION_WINDOW_STYLE GUIO_GAMEOPTIONS5
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#define GAMEOPTION_TRANSPARENT_WINDOWS GUIO_GAMEOPTIONS6
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#ifdef USE_TTS
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#define GAMEOPTION_TTS_NARRATOR GUIO_GAMEOPTIONS7
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#endif
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} // End of namespace Sherlock
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} // End of namespace Sherlock
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#endif // SHERLOCK_DETECTION_H
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#endif // SHERLOCK_DETECTION_H
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@ -25,12 +25,102 @@
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#include "sherlock/tattoo/tattoo.h"
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#include "sherlock/tattoo/tattoo.h"
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#include "common/system.h"
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#include "common/system.h"
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#include "common/translation.h"
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#include "engines/advancedDetector.h"
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#include "engines/advancedDetector.h"
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#include "sherlock/detection.h"
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#include "sherlock/detection.h"
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namespace Sherlock {
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namespace Sherlock {
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static const ADExtraGuiOptionsMap optionsList[] = {
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{
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GAMEOPTION_ORIGINAL_SAVES,
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{
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_s("Use original save/load screens"),
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_s("Use the original save/load screens instead of the ScummVM ones"),
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"originalsaveload",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_FADE_STYLE,
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{
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_s("Pixellated scene transitions"),
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_s("When changing scenes, a randomized pixel transition is done"),
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"fade_style",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_HELP_STYLE,
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{
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_s("Don't show hotspots when moving mouse"),
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_s("Only show hotspot names after you actually click on a hotspot or action button"),
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"help_style",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_PORTRAITS_ON,
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{
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_s("Show character portraits"),
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_s("Show portraits for the characters when conversing"),
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"portraits_on",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_WINDOW_STYLE,
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{
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_s("Slide dialogs into view"),
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_s("Slide UI dialogs into view, rather than simply showing them immediately"),
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"window_style",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_TRANSPARENT_WINDOWS,
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{
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_s("Transparent windows"),
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_s("Show windows with a partially transparent background"),
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"transparent_windows",
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true,
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0,
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0
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}
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},
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#ifdef USE_TTS
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{
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GAMEOPTION_TTS_NARRATOR,
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{
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_s("TTS Narrator"),
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_s("Use TTS to read the descriptions (if TTS is available)"),
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"tts_narrator",
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false,
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0,
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0
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}
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},
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#endif
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AD_EXTRA_GUI_OPTIONS_TERMINATOR
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};
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GameType SherlockEngine::getGameID() const {
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GameType SherlockEngine::getGameID() const {
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return _gameDescription->gameID;
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return _gameDescription->gameID;
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}
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}
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@ -52,6 +142,10 @@ public:
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return "sherlock";
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return "sherlock";
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}
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}
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const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
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return Sherlock::optionsList;
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}
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/**
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/**
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* Creates an instance of the game engine
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* Creates an instance of the game engine
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*/
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*/
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