TSAGE: Refactor to use Engine debugger

This commit is contained in:
Paul Gilbert 2020-02-09 08:52:56 -08:00 committed by Filippos Karapetis
parent 6b096f3a9f
commit 0107aace67
3 changed files with 6 additions and 20 deletions

View File

@ -4351,14 +4351,6 @@ void SceneHandler::process(Event &event) {
g_globals->_events.setCursorFromFlag();
}
// Check for debugger
if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_d) &&
(event.kbd.flags & Common::KBD_CTRL)) {
// Attach to the debugger
g_vm->_debugger->attach();
g_vm->_debugger->onFrame();
}
if ((event.eventType == EVENT_KEYPRESS) && g_globals->_player._enabled) {
// Keyboard shortcuts for different actions
switch (event.kbd.keycode) {
@ -4494,9 +4486,6 @@ void SceneHandler::dispatch() {
// Check to see if any scene change is required
g_globals->_sceneManager.checkScene();
// Signal the ScummVM debugger
g_vm->_debugger->onFrame();
// Delay between frames
g_globals->_events.delay(_delayTicks);
}

View File

@ -38,18 +38,18 @@ TSageEngine::TSageEngine(OSystem *system, const tSageGameDescription *gameDesc)
_gameDescription(gameDesc) {
g_vm = this;
DebugMan.addDebugChannel(kRingDebugScripts, "scripts", "Scripts debugging");
_debugger = nullptr;
if (g_vm->getGameID() == GType_Ringworld) {
if (g_vm->getFeatures() & GF_DEMO)
_debugger = new DemoDebugger();
setDebugger(new DemoDebugger());
else
_debugger = new RingworldDebugger();
setDebugger(new RingworldDebugger());
} else if (g_vm->getGameID() == GType_BlueForce)
_debugger = new BlueForceDebugger();
setDebugger(new BlueForceDebugger());
else if (g_vm->getGameID() == GType_Ringworld2)
_debugger = new Ringworld2Debugger();
setDebugger(new Ringworld2Debugger());
else if (g_vm->getGameID() == GType_Sherlock1)
_debugger = new DemoDebugger();
setDebugger(new DemoDebugger());
}
Common::Error TSageEngine::init() {
@ -61,7 +61,6 @@ Common::Error TSageEngine::init() {
TSageEngine::~TSageEngine() {
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
delete _debugger;
}
bool TSageEngine::hasFeature(EngineFeature f) const {

View File

@ -68,8 +68,6 @@ public:
bool hasFeature(EngineFeature f) const override;
MemoryManager _memoryManager;
Debugger *_debugger;
GUI::Debugger *getDebugger() override { return _debugger; }
const char *getGameId() const;
uint32 getGameID() const;