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b52f486232
This is used by the death screens, the completion screen, and our in-game score screen, so move the duplicate code into a new file
70 lines
1.8 KiB
C++
70 lines
1.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1995 Presto Studios, Inc.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BURIED_COMPLETE_H
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#define BURIED_COMPLETE_H
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#include "buried/global_flags.h"
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#include "buried/window.h"
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namespace Graphics {
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class Font;
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struct Surface;
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}
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namespace Buried {
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class VideoWindow;
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class AgentEvaluation;
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class CompletionWindow : public Window {
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public:
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CompletionWindow(BuriedEngine *vm, Window *parent, GlobalFlags globalFlags);
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~CompletionWindow();
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void onPaint();
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bool onEraseBackground();
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void onTimer(uint timer);
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void onLButtonUp(const Common::Point &point, uint flags);
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private:
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int _status;
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uint _timer;
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Graphics::Surface *_background;
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int _currentSoundEffectID;
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GlobalFlags _globalFlags;
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Graphics::Font *_textFontA;
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Graphics::Font *_textFontB;
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int _fontHeightA, _fontHeightB;
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bool _walkthroughMode;
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AgentEvaluation *_agentEvaluation;
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VideoWindow *_gageVideo;
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};
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} // End of namespace Buried
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#endif
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