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/**
* @file demomode.h
*
* Contains most of the the demomode specific logic
*/
#pragma once
#include <SDL.h>
namespace devilution {
namespace demo {
#ifndef DISABLE_DEMOMODE
void InitPlayBack(int demoNumber, bool timedemo);
void InitRecording(int recordNumber, bool createDemoReference);
void OverrideOptions();
bool IsRunning();
bool IsRecording();
bool GetRunGameLoop(bool &drawGame, bool &processInput);
bool FetchMessage(SDL_Event *event, uint16_t *modState);
void RecordGameLoopResult(bool runGameLoop);
void RecordMessage(const SDL_Event &event, uint16_t modState);
void NotifyGameLoopStart();
void NotifyGameLoopEnd();
#else
inline void OverrideOptions()
{
}
inline bool IsRunning()
{
return false;
}
inline bool IsRecording()
{
return false;
}
inline bool GetRunGameLoop(bool &, bool &)
{
return false;
}
inline bool FetchMessage(SDL_Event *, uint16_t *)
{
return false;
}
inline void RecordGameLoopResult(bool)
{
}
inline void RecordMessage(const SDL_Event &, uint16_t)
{
}
inline void NotifyGameLoopStart()
{
}
inline void NotifyGameLoopEnd()
{
}
#endif
} // namespace demo
} // namespace devilution