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#include "ScoreBundle.h"
#include "minorGems/system/FinishedSignalThread.h"
#include "minorGems/graphics/Color.h"
// add to global game score
void addToScore( int inPointsToAdd );
// schedules a game reset
void restartGame();
char isGameOver();
// notify game that score has been posted successfully
void scoreSent();
// true if name set, false if default has never been edited
char getNameSet();
// returns actual 8-character array (9 chars, including \0 terminator)
// edit name by changing characters in the array
char *getName();
// forces name to be saved for future sessions
// should be called after editing name
void saveName();
// true if colorblind mode on
char getColorblindMode();
// set and save (for future sessions) colorblind mode
void setColorblindMode( char inOn );
char getColorblindSymbol( Color *inColor );
int getColorIndex( Color *inColor );
// start playback of a new game
// will be destroyed by game framework
void playbackGame( ScoreBundle *inBundle );
// clears scores that have been saved across HighScorePanel destroys
void clearSavedScores();
// adds a thread that we wait until it is finished to destroy
// this prevents other modules from blocking and waiting to destroy them
// in the run loop (causing app to hang until they are done).
void addThreadToDestroy( FinishedSignalThread *inThread );
char getSoundOn();
void setSoundOn( char inOn );
// computes stereo loudness for a given grid x
void computeEarLoudness( int inPieceX,
float *outLeftLoudness, float *outRightLoudness );
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