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https://github.com/scummvm/scummvm.git
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Fixes behavior after ed5e81c. Although somewhat inconsistent, but AGS historically allowed to run animations in "room load" event, and they would be rendered if last room transition was "Instant", because the screen was not faded out. From upstream fb2fd763a471af7532324a4da8e0f655e7cf5516
221 lines
8.4 KiB
C++
221 lines
8.4 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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* 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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*
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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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*
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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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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/global_game.h"
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#include "ags/engine/ac/global_screen.h"
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#include "ags/engine/ac/screen.h"
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#include "ags/engine/ac/dynobj/script_viewport.h"
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#include "ags/engine/ac/dynobj/script_user_object.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/script/script_runtime.h"
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#include "ags/engine/platform/base/ags_platform_driver.h"
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#include "ags/plugins/ags_plugin_evts.h"
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#include "ags/plugins/plugin_engine.h"
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#include "ags/shared/gfx/bitmap.h"
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#include "ags/engine/gfx/graphics_driver.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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void fadein_impl(PALETTE p, int speed) {
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// reset this early to force whole game draw during fading in
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_GP(play).screen_is_faded_out = 0;
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if (_GP(game).color_depth > 1) {
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set_palette(p);
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if (_GP(play).no_hicolor_fadein) {
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return;
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}
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}
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_G(gfxDriver)->FadeIn(speed, p, _GP(play).fade_to_red, _GP(play).fade_to_green, _GP(play).fade_to_blue);
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}
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void current_fade_out_effect() {
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debug_script_log("Transition-out in room %d", _G(displayed_room));
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if (pl_run_plugin_hooks(AGSE_TRANSITIONOUT, 0))
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return;
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// get the screen transition type
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int theTransition = _GP(play).fade_effect;
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// was a temporary transition selected? if so, use it
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if (_GP(play).next_screen_transition >= 0)
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theTransition = _GP(play).next_screen_transition;
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const bool instant_transition = (theTransition == FADE_INSTANT) ||
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_GP(play).screen_tint > 0; // for some reason we do not play fade if screen is tinted
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if (instant_transition) {
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if (!_GP(play).keep_screen_during_instant_transition)
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set_palette_range(_G(black_palette), 0, 255, 0);
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} else if (theTransition == FADE_NORMAL) {
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fadeout_impl(5);
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} else if (theTransition == FADE_BOXOUT) {
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_G(gfxDriver)->BoxOutEffect(true, get_fixed_pixel_size(16), 1000 / GetGameSpeed(), RENDER_SHOT_SKIP_ON_FADE);
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} else {
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get_palette(_G(old_palette));
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const Rect &viewport = _GP(play).GetMainViewport();
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_G(saved_viewport_bitmap) = CopyScreenIntoBitmap(viewport.GetWidth(), viewport.GetHeight(), &viewport, false /* use current resolution */, RENDER_SHOT_SKIP_ON_FADE);
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}
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// NOTE: the screen could have been faded out prior to transition out
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_GP(play).screen_is_faded_out |= (!instant_transition);
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}
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IDriverDependantBitmap *prepare_screen_for_transition_in(bool opaque) {
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if (_G(saved_viewport_bitmap) == nullptr)
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quit("Crossfade: buffer is null attempting transition");
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const Rect &viewport = _GP(play).GetMainViewport();
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if (_G(saved_viewport_bitmap)->GetHeight() < viewport.GetHeight()) {
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Bitmap *enlargedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
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enlargedBuffer->Blit(_G(saved_viewport_bitmap), 0, 0, 0, (viewport.GetHeight() - _G(saved_viewport_bitmap)->GetHeight()) / 2, _G(saved_viewport_bitmap)->GetWidth(), _G(saved_viewport_bitmap)->GetHeight());
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delete _G(saved_viewport_bitmap);
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_G(saved_viewport_bitmap) = enlargedBuffer;
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} else if (_G(saved_viewport_bitmap)->GetHeight() > viewport.GetHeight()) {
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Bitmap *clippedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
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clippedBuffer->Blit(_G(saved_viewport_bitmap), 0, (_G(saved_viewport_bitmap)->GetHeight() - viewport.GetHeight()) / 2, 0, 0, _G(saved_viewport_bitmap)->GetWidth(), _G(saved_viewport_bitmap)->GetHeight());
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delete _G(saved_viewport_bitmap);
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_G(saved_viewport_bitmap) = clippedBuffer;
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}
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return _G(gfxDriver)->CreateDDBFromBitmap(_G(saved_viewport_bitmap), false, opaque);
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}
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//=============================================================================
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//
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// Screen script API.
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//
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//=============================================================================
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int Screen_GetScreenWidth() {
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return _GP(game).GetGameRes().Width;
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}
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int Screen_GetScreenHeight() {
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return _GP(game).GetGameRes().Height;
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}
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bool Screen_GetAutoSizeViewport() {
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return _GP(play).IsAutoRoomViewport();
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}
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void Screen_SetAutoSizeViewport(bool on) {
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_GP(play).SetAutoRoomViewport(on);
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}
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ScriptViewport *Screen_GetViewport() {
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return _GP(play).GetScriptViewport(0);
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}
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int Screen_GetViewportCount() {
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return _GP(play).GetRoomViewportCount();
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}
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ScriptViewport *Screen_GetAnyViewport(int index) {
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return _GP(play).GetScriptViewport(index);
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}
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ScriptUserObject *Screen_ScreenToRoomPoint(int scrx, int scry, bool restrict) {
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data_to_game_coords(&scrx, &scry);
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VpPoint vpt = _GP(play).ScreenToRoom(scrx, scry, restrict);
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if (vpt.second < 0)
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return nullptr;
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game_to_data_coords(vpt.first.X, vpt.first.Y);
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return ScriptStructHelpers::CreatePoint(vpt.first.X, vpt.first.Y);
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}
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ScriptUserObject *Screen_ScreenToRoomPoint2(int scrx, int scry) {
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return Screen_ScreenToRoomPoint(scrx, scry, true);
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}
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ScriptUserObject *Screen_RoomToScreenPoint(int roomx, int roomy) {
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data_to_game_coords(&roomx, &roomy);
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Point pt = _GP(play).RoomToScreen(roomx, roomy);
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game_to_data_coords(pt.X, pt.Y);
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return ScriptStructHelpers::CreatePoint(pt.X, pt.Y);
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}
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RuntimeScriptValue Sc_Screen_GetScreenHeight(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_INT(Screen_GetScreenHeight);
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}
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RuntimeScriptValue Sc_Screen_GetScreenWidth(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_INT(Screen_GetScreenWidth);
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}
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RuntimeScriptValue Sc_Screen_GetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_BOOL(Screen_GetAutoSizeViewport);
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}
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RuntimeScriptValue Sc_Screen_SetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_VOID_PBOOL(Screen_SetAutoSizeViewport);
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}
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RuntimeScriptValue Sc_Screen_GetViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO(ScriptViewport, Screen_GetViewport);
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}
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RuntimeScriptValue Sc_Screen_GetViewportCount(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_INT(Screen_GetViewportCount);
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}
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RuntimeScriptValue Sc_Screen_GetAnyViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT(ScriptViewport, Screen_GetAnyViewport);
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}
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RuntimeScriptValue Sc_Screen_ScreenToRoomPoint2(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_ScreenToRoomPoint2);
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}
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RuntimeScriptValue Sc_Screen_ScreenToRoomPoint(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT2_PBOOL(ScriptUserObject, Screen_ScreenToRoomPoint);
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}
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RuntimeScriptValue Sc_Screen_RoomToScreenPoint(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_RoomToScreenPoint);
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}
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void RegisterScreenAPI() {
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ScFnRegister screen_api[] = {
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{"Screen::get_Height", API_FN_PAIR(Screen_GetScreenHeight)},
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{"Screen::get_Width", API_FN_PAIR(Screen_GetScreenWidth)},
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{"Screen::get_AutoSizeViewportOnRoomLoad", API_FN_PAIR(Screen_GetAutoSizeViewport)},
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{"Screen::set_AutoSizeViewportOnRoomLoad", API_FN_PAIR(Screen_SetAutoSizeViewport)},
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{"Screen::get_Viewport", API_FN_PAIR(Screen_GetViewport)},
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{"Screen::get_ViewportCount", API_FN_PAIR(Screen_GetViewportCount)},
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{"Screen::geti_Viewports", API_FN_PAIR(Screen_GetAnyViewport)},
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{"Screen::ScreenToRoomPoint^2", API_FN_PAIR(Screen_ScreenToRoomPoint2)},
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{"Screen::ScreenToRoomPoint^3", API_FN_PAIR(Screen_ScreenToRoomPoint)},
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{"Screen::RoomToScreenPoint", API_FN_PAIR(Screen_RoomToScreenPoint)},
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};
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ccAddExternalFunctions361(screen_api);
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}
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} // namespace AGS3
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