glest_game/main:reformat/restyle source code [skip ci]

* used 'indent -nut -i2 -bli0 -ppi 3 *`
This commit is contained in:
andy5995
2018-01-25 02:21:15 -06:00
parent 201af4b890
commit 0f469061ec
8 changed files with 13151 additions and 8053 deletions

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@@ -10,32 +10,40 @@
// ==============================================================
#ifndef _GLEST_GAME_BATTLEEND_H_
#define _GLEST_GAME_BATTLEEND_H_
# define _GLEST_GAME_BATTLEEND_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
# ifdef WIN32
# include <winsock2.h>
# include <winsock.h>
# endif
#include "program.h"
#include "stats.h"
#include "leak_dumper.h"
# include "program.h"
# include "stats.h"
# include "leak_dumper.h"
namespace Shared { namespace Graphics {
namespace Shared
{
namespace Graphics
{
class VideoPlayer;
}}
}
}
namespace Glest{ namespace Game{
namespace Glest
{
namespace Game
{
class GameSettings;
class GameSettings;
// =====================================================
// class BattleEnd
//
/// ProgramState representing the end of the game
// =====================================================
class BattleEnd: public ProgramState{
private:
class BattleEnd:public ProgramState
{
private:
Stats stats;
GraphicButton buttonExit;
@@ -46,32 +54,34 @@ private:
ProgramState *originState;
const char *containerName;
::Shared::Graphics::VideoPlayer *menuBackgroundVideo;
::Shared::Graphics::VideoPlayer * menuBackgroundVideo;
GameSettings *gameSettings;
StrSound battleEndMusic;
void showMessageBox(const string &text, const string &header, bool toggle);
void showMessageBox (const string & text, const string & header,
bool toggle);
public:
BattleEnd(Program *program, const Stats *stats, ProgramState *originState);
~BattleEnd();
public:
BattleEnd (Program * program, const Stats * stats,
ProgramState * originState);
~BattleEnd ();
virtual void update();
virtual void render();
virtual void keyDown(SDL_KeyboardEvent key);
virtual void mouseDownLeft(int x, int y);
virtual void mouseMove(int x, int y, const MouseState *ms);
//virtual void tick();
virtual void reloadUI();
virtual void update ();
virtual void render ();
virtual void keyDown (SDL_KeyboardEvent key);
virtual void mouseDownLeft (int x, int y);
virtual void mouseMove (int x, int y, const MouseState * ms);
//virtual void tick();
virtual void reloadUI ();
private:
private:
void initBackgroundVideo();
std::pair<string,string> getBattleEndVideo(bool won);
string getBattleEndMusic(bool won);
void initBackgroundMusic();
};
void initBackgroundVideo ();
std::pair < string, string > getBattleEndVideo (bool won);
string getBattleEndMusic (bool won);
void initBackgroundMusic ();
};
}}//end namespace
}} //end namespace
#endif

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@@ -10,19 +10,19 @@
// ==============================================================
#ifndef _GLEST_GAME_INTRO_H_
#define _GLEST_GAME_INTRO_H_
# define _GLEST_GAME_INTRO_H_
#include <vector>
# include <vector>
#include "program.h"
#include "font.h"
#include "vec.h"
#include "texture.h"
#include "camera.h"
#include "model.h"
#include "randomgen.h"
# include "program.h"
# include "font.h"
# include "vec.h"
# include "texture.h"
# include "camera.h"
# include "model.h"
# include "randomgen.h"
#include "leak_dumper.h"
# include "leak_dumper.h"
using std::vector;
@@ -42,34 +42,80 @@ using Shared::Util::RandomGen;
//class Md5Object;
//}}}
namespace Glest{ namespace Game{
namespace Glest
{
namespace Game
{
// =====================================================
// class Text
// =====================================================
class IntroText {
private:
class IntroText
{
private:
string text;
Vec2i pos;
Vec2i size;
int time;
Font2D *font;
Font3D *font3D;
const Texture2D *texture;
int
time;
Font2D *
font;
Font3D *
font3D;
const Texture2D *
texture;
public:
IntroText(const string &text, const Vec2i &pos, int time, Font2D *font, Font3D *font3D);
IntroText(const Texture2D *texture, const Vec2i &pos, const Vec2i &size, int time);
public:
IntroText (const string & text, const Vec2i & pos, int time,
Font2D * font, Font3D * font3D);
IntroText (const Texture2D * texture, const Vec2i & pos,
const Vec2i & size, int time);
const string &getText() const {return text;}
Font2D *getFont() {return font;}
Font3D *getFont3D() {return font3D;}
const Vec2i &getPos() const {return pos;}
const Vec2i &getSize() const {return size;}
int getTime() const {return time;}
const Texture2D *getTexture() const {return texture;}
};
const
string &
getText () const
{
return
text;
}
Font2D *
getFont ()
{
return font;
}
Font3D *
getFont3D ()
{
return font3D;
}
const
Vec2i &
getPos () const
{
return
pos;
}
const
Vec2i &
getSize () const
{
return
size;
}
int
getTime () const
{
return
time;
}
const Texture2D *
getTexture () const
{
return
texture;
}
};
// =====================================================
// class Intro
@@ -77,52 +123,75 @@ public:
/// ProgramState representing the intro
// =====================================================
class Intro: public ProgramState {
private:
static int introTime;
static int appearTime;
static int showTime;
static int disapearTime;
class Intro:
public ProgramState
{
private:
static int
introTime;
static int
appearTime;
static int
showTime;
static int
disapearTime;
private:
vector<IntroText *> texts;
int timer;
int mouse2d;
private:
vector < IntroText * >texts;
int
timer;
int
mouse2d;
//Model *mainModel;
int modelIndex;
float modelMinAnimSpeed;
float modelMaxAnimSpeed;
vector<Model *> models;
//Model *mainModel;
int
modelIndex;
float
modelMinAnimSpeed;
float
modelMaxAnimSpeed;
vector < Model * >models;
Camera nextCamera;
Camera camera;
Camera lastCamera;
const Camera *targetCamera;
float t;
const Camera *
targetCamera;
float
t;
RandomGen random;
float anim;
float fade;
float
anim;
float
fade;
Vec3f startPosition;
int modelShowTime;
int
modelShowTime;
//GLMmodel* test;
//Shared::Graphics::md5::Md5Object *md5Test;
//GLMmodel* test;
//Shared::Graphics::md5::Md5Object *md5Test;
bool exitAfterIntroVideo;
void cleanup();
void renderModelBackground();
void
cleanup ();
void
renderModelBackground ();
public:
explicit Intro(Program *program);
virtual ~Intro();
public:
explicit Intro (Program * program);
virtual ~ Intro ();
virtual void update();
virtual void render();
virtual void keyDown(SDL_KeyboardEvent key);
virtual void mouseUpLeft(int x, int y);
void mouseMove(int x, int y, const MouseState *ms);
};
virtual void
update ();
virtual void
render ();
virtual void
keyDown (SDL_KeyboardEvent key);
virtual void
mouseUpLeft (int x, int y);
void
mouseMove (int x, int y, const MouseState * ms);
};
}}//end namespace
}} //end namespace
#endif

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@@ -10,17 +10,20 @@
// ==============================================================
#ifndef _GLEST_GAME_MAIN_H_
#define _GLEST_GAME_MAIN_H_
# define _GLEST_GAME_MAIN_H_
#include <ctime>
#include "program.h"
#include "window_gl.h"
#include "leak_dumper.h"
# include <ctime>
# include "program.h"
# include "window_gl.h"
# include "leak_dumper.h"
using Shared::Platform::MouseButton;
using Shared::Platform::MouseState;
namespace Glest{ namespace Game{
namespace Glest
{
namespace Game
{
// =====================================================
// class MainWindow
@@ -28,49 +31,84 @@ namespace Glest{ namespace Game{
/// Main program window
// =====================================================
class MainWindow: public WindowGl {
private:
Program* program;
class MainWindow:
public WindowGl
{
private:
Program * program;
PopupMenu popupMenu;
int cancelLanguageSelection;
int
cancelLanguageSelection;
bool triggerLanguageToggle;
string triggerLanguage;
void showLanguages();
void
showLanguages ();
public:
explicit MainWindow(Program *program);
~MainWindow();
public:
explicit MainWindow (Program * program);
~MainWindow ();
void setProgram(Program *program);
void
setProgram (Program * program);
virtual void eventMouseDown(int x, int y, MouseButton mouseButton);
virtual void eventMouseUp(int x, int y, MouseButton mouseButton);
virtual void eventMouseDoubleClick(int x, int y, MouseButton mouseButton);
virtual void eventMouseMove(int x, int y, const MouseState *mouseState);
virtual bool eventTextInput(std::string text);
virtual bool eventSdlKeyDown(SDL_KeyboardEvent key);
virtual void eventKeyDown(SDL_KeyboardEvent key);
virtual void eventMouseWheel(int x, int y, int zDelta);
virtual void eventKeyUp(SDL_KeyboardEvent key);
virtual void eventKeyPress(SDL_KeyboardEvent c);
virtual void eventActivate(bool active);
virtual void eventResize(SizeState sizeState);
virtual void eventClose();
virtual void eventWindowEvent(SDL_WindowEvent event);
virtual void
eventMouseDown (int x, int y, MouseButton mouseButton);
virtual void
eventMouseUp (int x, int y, MouseButton mouseButton);
virtual void
eventMouseDoubleClick (int x, int y, MouseButton mouseButton);
virtual void
eventMouseMove (int x, int y, const MouseState * mouseState);
virtual
bool
eventTextInput (std::string text);
virtual
bool
eventSdlKeyDown (SDL_KeyboardEvent key);
virtual void
eventKeyDown (SDL_KeyboardEvent key);
virtual void
eventMouseWheel (int x, int y, int zDelta);
virtual void
eventKeyUp (SDL_KeyboardEvent key);
virtual void
eventKeyPress (SDL_KeyboardEvent c);
virtual void
eventActivate (bool active);
virtual void
eventResize (SizeState sizeState);
virtual void
eventClose ();
virtual void
eventWindowEvent (SDL_WindowEvent event);
virtual void render();
void toggleLanguage(string language);
bool getTriggerLanguageToggle() const { return triggerLanguageToggle; }
string getTriggerLanguage() const { return triggerLanguage; }
virtual void
render ();
void
toggleLanguage (string language);
bool getTriggerLanguageToggle ()const
{
return
triggerLanguageToggle;
}
string
getTriggerLanguage () const
{
return
triggerLanguage;
}
virtual int getDesiredScreenWidth();
virtual int getDesiredScreenHeight();
virtual int
getDesiredScreenWidth ();
virtual int
getDesiredScreenHeight ();
protected:
virtual void eventToggleFullScreen(bool isFullscreen);
};
protected:
virtual void
eventToggleFullScreen (bool isFullscreen);
};
}}//end namespace
}} //end namespace
#endif

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@@ -10,26 +10,26 @@
// ==============================================================
#ifndef _GLEST_GAME_PROGRAM_H_
#define _GLEST_GAME_PROGRAM_H_
# define _GLEST_GAME_PROGRAM_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
# ifdef WIN32
# include <winsock2.h>
# include <winsock.h>
# endif
#include "context.h"
#include "platform_util.h"
#include "window_gl.h"
#include "socket.h"
#include "components.h"
#include "window.h"
#include "simple_threads.h"
#include "stats.h"
#include "leak_dumper.h"
# include "context.h"
# include "platform_util.h"
# include "window_gl.h"
# include "socket.h"
# include "components.h"
# include "window.h"
# include "simple_threads.h"
# include "stats.h"
# include "leak_dumper.h"
#ifndef PRINT_DEBUG
# ifndef PRINT_DEBUG
# define PRINT_DEBUG printf("[DEBUG] "); printf
#endif
# endif
using Shared::Platform::MouseButton;
using Shared::Graphics::Context;
@@ -38,13 +38,18 @@ using Shared::Platform::SizeState;
using Shared::Platform::MouseState;
using Shared::PlatformCommon::PerformanceTimer;
using Shared::Platform::Ip;
using namespace Shared::PlatformCommon;
using
namespace
Shared::PlatformCommon;
namespace Glest{ namespace Game{
namespace Glest
{
namespace Game
{
class Program;
class MainWindow;
class GameSettings;
class Program;
class MainWindow;
class GameSettings;
// =====================================================
// class ProgramState
@@ -53,196 +58,441 @@ class GameSettings;
/// Intro, MainMenu, Game, BattleEnd (State Design pattern)
// =====================================================
class ProgramState {
protected:
Program *program;
class ProgramState
{
protected:
Program * program;
int mouseX;
int mouseY;
int mouse2dAnim;
int
mouseX;
int
mouseY;
int
mouse2dAnim;
int startX;
int startY;
int
startX;
int
startY;
bool forceMouseRender;
int fps;
int lastFps;
int
fps;
int
lastFps;
public:
public:
static const char *MAIN_PROGRAM_RENDER_KEY;
static const char *
MAIN_PROGRAM_RENDER_KEY;
explicit ProgramState(Program *program);
virtual ~ProgramState(){};
explicit ProgramState (Program * program);
virtual ~ ProgramState ()
{
};
int getFps() const { return fps; }
int getLastFps() const { return lastFps; }
int
getFps () const
{
return
fps;
}
int
getLastFps () const
{
return
lastFps;
}
//virtual void render()=0;
virtual bool canRender(bool sleepIfCannotRender=true);
virtual void render();
virtual void update();
virtual void updateCamera(){};
virtual void tick();
virtual void init(){};
virtual void load(){};
virtual void end(){};
virtual void mouseDownLeft(int x, int y){};
virtual void mouseUpLeft(int x, int y){};
virtual void mouseUpRight(int x, int y){}
virtual void mouseUpCenter(int x, int y){}
virtual void mouseDownRight(int x, int y){};
virtual void mouseDownCenter(int x, int y){}
virtual void mouseDoubleClickLeft(int x, int y){};
virtual void mouseDoubleClickRight(int x, int y){}
virtual void mouseDoubleClickCenter(int x, int y){}
virtual void eventMouseWheel(int x, int y, int zDelta){}
virtual void mouseMove(int x, int y, const MouseState *mouseState);
virtual bool textInput(std::string text){ return false; };
virtual void keyDown(SDL_KeyboardEvent key){};
virtual bool sdlKeyDown(SDL_KeyboardEvent key){ return false; };
virtual void keyUp(SDL_KeyboardEvent key){};
virtual void keyPress(SDL_KeyboardEvent c){};
virtual void setStartXY(int X,int Y) { startX=X; startY=Y; }
virtual void restoreToStartXY();
virtual bool isInSpecialKeyCaptureEvent() { return false; }
virtual bool quitTriggered() { return false; }
virtual Stats quitAndToggleState() { return Stats(); };
virtual Program * getProgram() { return program; }
virtual const Program * getProgramConstPtr() { return program; }
virtual void setForceMouseRender(bool value) { forceMouseRender=value;}
virtual void consoleAddLine(string line) { };
//virtual void render()=0;
virtual
bool
canRender (bool sleepIfCannotRender = true);
virtual void
render ();
virtual void
update ();
virtual void
updateCamera ()
{
};
virtual void
tick ();
virtual void
init ()
{
};
virtual void
load ()
{
};
virtual void
end ()
{
};
virtual void
mouseDownLeft (int x, int y)
{
};
virtual void
mouseUpLeft (int x, int y)
{
};
virtual void
mouseUpRight (int x, int y)
{
}
virtual void
mouseUpCenter (int x, int y)
{
}
virtual void
mouseDownRight (int x, int y)
{
};
virtual void
mouseDownCenter (int x, int y)
{
}
virtual void
mouseDoubleClickLeft (int x, int y)
{
};
virtual void
mouseDoubleClickRight (int x, int y)
{
}
virtual void
mouseDoubleClickCenter (int x, int y)
{
}
virtual void
eventMouseWheel (int x, int y, int zDelta)
{
}
virtual void
mouseMove (int x, int y, const MouseState * mouseState);
virtual
bool
textInput (std::string text)
{
return false;
};
virtual void
keyDown (SDL_KeyboardEvent key)
{
};
virtual
bool
sdlKeyDown (SDL_KeyboardEvent key)
{
return false;
};
virtual void
keyUp (SDL_KeyboardEvent key)
{
};
virtual void
keyPress (SDL_KeyboardEvent c)
{
};
virtual void
setStartXY (int X, int Y)
{
startX = X;
startY = Y;
}
virtual void
restoreToStartXY ();
virtual
bool
isInSpecialKeyCaptureEvent ()
{
return false;
}
virtual
bool
quitTriggered ()
{
return false;
}
virtual
Stats
quitAndToggleState ()
{
return Stats ();
};
virtual Program *
getProgram ()
{
return program;
}
virtual const Program *
getProgramConstPtr ()
{
return program;
}
virtual void
setForceMouseRender (bool value)
{
forceMouseRender = value;
}
virtual void
consoleAddLine (string line)
{
};
virtual void reloadUI() {};
virtual void addPerformanceCount(string key,int64 value) {};
virtual void
reloadUI ()
{
};
virtual void
addPerformanceCount (string key, int64 value)
{
};
protected:
virtual void incrementFps();
};
protected:
virtual void
incrementFps ();
};
// ===============================
// class Program
// ===============================
class Program {
private:
static const int maxTimes;
SimpleTaskThread *soundThreadManager;
class Program
{
private:
static const int
maxTimes;
SimpleTaskThread *
soundThreadManager;
class ShowMessageProgramState : public ProgramState {
class ShowMessageProgramState:
public ProgramState
{
GraphicMessageBox msgBox;
int mouseX;
int mouseY;
int mouse2dAnim;
int
mouseX;
int
mouseY;
int
mouse2dAnim;
string msg;
bool userWantsExit;
public:
ShowMessageProgramState(Program *program, const char *msg);
ShowMessageProgramState (Program * program, const char *msg);
virtual void render();
virtual void mouseDownLeft(int x, int y);
virtual void mouseMove(int x, int y, const MouseState &mouseState);
virtual void keyPress(SDL_KeyboardEvent c);
virtual void update();
virtual bool wantExit() { return userWantsExit; }
virtual void
render ();
virtual void
mouseDownLeft (int x, int y);
virtual void
mouseMove (int x, int y, const MouseState & mouseState);
virtual void
keyPress (SDL_KeyboardEvent c);
virtual void
update ();
virtual
bool
wantExit ()
{
return userWantsExit;
}
};
private:
ProgramState *programState;
private:
ProgramState * programState;
PerformanceTimer fpsTimer;
PerformanceTimer updateTimer;
PerformanceTimer updateCameraTimer;
WindowGl *window;
static Program *singleton;
WindowGl *
window;
static Program *
singleton;
GraphicMessageBox msgBox;
int skipRenderFrameCount;
int
skipRenderFrameCount;
bool messageBoxIsSystemError;
ProgramState *programStateOldSystemError;
ProgramState *
programStateOldSystemError;
//bool masterserverMode;
//bool masterserverMode;
bool shutdownApplicationEnabled;
static bool wantShutdownApplicationAfterGame;
static
bool
wantShutdownApplicationAfterGame;
static bool tryingRendererInit;
static bool rendererInitOk;
static
bool
tryingRendererInit;
static
bool
rendererInitOk;
public:
Program();
virtual ~Program();
public:
Program ();
virtual ~ Program ();
static bool getTryingRendererInit() { return tryingRendererInit; }
static bool getRendererInitOk() { return rendererInitOk; }
static
bool
getTryingRendererInit ()
{
return tryingRendererInit;
}
static
bool
getRendererInitOk ()
{
return rendererInitOk;
}
static Program *getInstance() { return singleton; }
static Program *
getInstance ()
{
return singleton;
}
static void setWantShutdownApplicationAfterGame(bool value) { wantShutdownApplicationAfterGame = value; }
static bool getWantShutdownApplicationAfterGame() { return wantShutdownApplicationAfterGame; }
static void
setWantShutdownApplicationAfterGame (bool value)
{
wantShutdownApplicationAfterGame = value;
}
static
bool
getWantShutdownApplicationAfterGame ()
{
return wantShutdownApplicationAfterGame;
}
//bool isMasterserverMode() const;
bool isShutdownApplicationEnabled() const { return shutdownApplicationEnabled; }
void setShutdownApplicationEnabled(bool value) { shutdownApplicationEnabled = value; }
//bool isMasterserverMode() const;
bool isShutdownApplicationEnabled ()const
{
return
shutdownApplicationEnabled;
}
void
setShutdownApplicationEnabled (bool value)
{
shutdownApplicationEnabled = value;
}
GraphicMessageBox * getMsgBox() { return &msgBox; }
void initNormal(WindowGl *window);
void initServer(WindowGl *window,bool autostart=false,bool openNetworkSlots=false,bool masterserverMode=false);
void initServer(WindowGl *window, GameSettings *settings);
void initSavedGame(WindowGl *window,bool masterserverMode=false,string saveGameFile="");
void initClient(WindowGl *window, const Ip &serverIp,int portNumber=-1);
void initClientAutoFindHost(WindowGl *window);
void initScenario(WindowGl *window, string autoloadScenarioName);
GraphicMessageBox *
getMsgBox ()
{
return &msgBox;
}
void
initNormal (WindowGl * window);
void
initServer (WindowGl * window, bool autostart =
false, bool openNetworkSlots =
false, bool masterserverMode = false);
void
initServer (WindowGl * window, GameSettings * settings);
void
initSavedGame (WindowGl * window, bool masterserverMode =
false, string saveGameFile = "");
void
initClient (WindowGl * window, const Ip & serverIp, int portNumber =
-1);
void
initClientAutoFindHost (WindowGl * window);
void
initScenario (WindowGl * window, string autoloadScenarioName);
//main
bool textInput(std::string text);
void keyDown(SDL_KeyboardEvent key);
bool sdlKeyDown(SDL_KeyboardEvent key);
void keyUp(SDL_KeyboardEvent key);
void keyPress(SDL_KeyboardEvent c);
//main
bool textInput (std::string text);
void
keyDown (SDL_KeyboardEvent key);
bool sdlKeyDown (SDL_KeyboardEvent key);
void
keyUp (SDL_KeyboardEvent key);
void
keyPress (SDL_KeyboardEvent c);
void loop();
void loopWorker();
void resize(SizeState sizeState);
void showMessage(const char *msg);
bool isMessageShowing();
void
loop ();
void
loopWorker ();
void
resize (SizeState sizeState);
void
showMessage (const char *msg);
bool isMessageShowing ();
//misc
void setState(ProgramState *programStateNew,bool cleanupOldState=true);
ProgramState * getState() { return programState;}
WindowGl * getWindow() { return window; }
const WindowGl * getWindowConstPtr() const { return window; }
void init(WindowGl *window, bool initSound=true, bool toggleFullScreen=false);
void exit();
//misc
void
setState (ProgramState * programStateNew, bool cleanupOldState = true);
ProgramState *
getState ()
{
return programState;
}
WindowGl *
getWindow ()
{
return window;
}
const WindowGl *
getWindowConstPtr () const
{
return
window;
}
void
init (WindowGl * window, bool initSound = true, bool toggleFullScreen =
false);
void
exit ();
virtual void simpleTask(BaseThread *callingThread,void *userdata);
virtual void
simpleTask (BaseThread * callingThread, void *userdata);
void mouseDownLeft(int x, int y);
void eventMouseMove(int x, int y, const MouseState *ms);
void
mouseDownLeft (int x, int y);
void
eventMouseMove (int x, int y, const MouseState * ms);
void renderProgramMsgBox();
bool isInSpecialKeyCaptureEvent() { return programState->isInSpecialKeyCaptureEvent(); }
void
renderProgramMsgBox ();
bool isInSpecialKeyCaptureEvent ()
{
return programState->isInSpecialKeyCaptureEvent ();
}
//void reInitGl();
//void resetSoundSystem();
void stopSoundSystem();
void startSoundSystem();
//void reInitGl();
//void resetSoundSystem();
void
stopSoundSystem ();
void
startSoundSystem ();
virtual void consoleAddLine(string line);
virtual void
consoleAddLine (string line);
virtual SimpleTaskThread * getSoundThreadManager(bool takeOwnership);
virtual void reloadUI();
virtual SimpleTaskThread *
getSoundThreadManager (bool takeOwnership);
virtual void
reloadUI ();
private:
private:
void setDisplaySettings();
void restoreDisplaySettings();
void restoreStateFromSystemError();
void initResolution();
};
void
setDisplaySettings ();
void
restoreDisplaySettings ();
void
restoreStateFromSystemError ();
void
initResolution ();
};
}} //end namespace