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TSAGE: Refactor to use Engine debugger
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parent
6b096f3a9f
commit
0107aace67
@ -4351,14 +4351,6 @@ void SceneHandler::process(Event &event) {
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g_globals->_events.setCursorFromFlag();
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}
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// Check for debugger
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if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_d) &&
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(event.kbd.flags & Common::KBD_CTRL)) {
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// Attach to the debugger
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g_vm->_debugger->attach();
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g_vm->_debugger->onFrame();
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}
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if ((event.eventType == EVENT_KEYPRESS) && g_globals->_player._enabled) {
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// Keyboard shortcuts for different actions
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switch (event.kbd.keycode) {
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@ -4494,9 +4486,6 @@ void SceneHandler::dispatch() {
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// Check to see if any scene change is required
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g_globals->_sceneManager.checkScene();
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// Signal the ScummVM debugger
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g_vm->_debugger->onFrame();
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// Delay between frames
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g_globals->_events.delay(_delayTicks);
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}
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@ -38,18 +38,18 @@ TSageEngine::TSageEngine(OSystem *system, const tSageGameDescription *gameDesc)
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_gameDescription(gameDesc) {
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g_vm = this;
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DebugMan.addDebugChannel(kRingDebugScripts, "scripts", "Scripts debugging");
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_debugger = nullptr;
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if (g_vm->getGameID() == GType_Ringworld) {
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if (g_vm->getFeatures() & GF_DEMO)
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_debugger = new DemoDebugger();
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setDebugger(new DemoDebugger());
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else
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_debugger = new RingworldDebugger();
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setDebugger(new RingworldDebugger());
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} else if (g_vm->getGameID() == GType_BlueForce)
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_debugger = new BlueForceDebugger();
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setDebugger(new BlueForceDebugger());
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else if (g_vm->getGameID() == GType_Ringworld2)
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_debugger = new Ringworld2Debugger();
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setDebugger(new Ringworld2Debugger());
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else if (g_vm->getGameID() == GType_Sherlock1)
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_debugger = new DemoDebugger();
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setDebugger(new DemoDebugger());
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}
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Common::Error TSageEngine::init() {
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@ -61,7 +61,6 @@ Common::Error TSageEngine::init() {
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TSageEngine::~TSageEngine() {
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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delete _debugger;
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}
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bool TSageEngine::hasFeature(EngineFeature f) const {
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@ -68,8 +68,6 @@ public:
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bool hasFeature(EngineFeature f) const override;
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MemoryManager _memoryManager;
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Debugger *_debugger;
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GUI::Debugger *getDebugger() override { return _debugger; }
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const char *getGameId() const;
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uint32 getGameID() const;
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