SWORD2: Refactor to use Engine debugger

This commit is contained in:
Paul Gilbert 2020-02-09 08:39:05 -08:00 committed by Filippos Karapetis
parent 46a1f92ef6
commit 0d0ea44c31
2 changed files with 3 additions and 11 deletions

View File

@ -349,7 +349,7 @@ Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst), _rnd("sword2") {
}
Sword2Engine::~Sword2Engine() {
delete _debugger;
//_debugger is deleted by Engine
delete _sound;
delete _fontRenderer;
delete _screen;
@ -359,10 +359,6 @@ Sword2Engine::~Sword2Engine() {
delete _memory;
}
GUI::Debugger *Sword2Engine::getDebugger() {
return _debugger;
}
void Sword2Engine::registerDefaultSettings() {
ConfMan.registerDefault("gfx_details", 2);
ConfMan.registerDefault("reverse_stereo", false);
@ -458,6 +454,7 @@ Common::Error Sword2Engine::run() {
// visible to the user.
_debugger = new Debugger(this);
setDebugger(_debugger);
_memory = new MemoryManager();
_resman = new ResourceManager(this);
@ -521,8 +518,6 @@ Common::Error Sword2Engine::run() {
_screen->initializeRenderCycle();
while (1) {
_debugger->onFrame();
// Handle GMM Loading
if (_gmmLoadSlot != -1) {
@ -546,9 +541,7 @@ Common::Error Sword2Engine::run() {
KeyboardEvent *ke = keyboardEvent();
if (ke) {
if ((ke->kbd.hasFlags(Common::KBD_CTRL) && ke->kbd.keycode == Common::KEYCODE_d) || ke->kbd.ascii == '#' || ke->kbd.ascii == '~') {
_debugger->attach();
} else if (ke->kbd.hasFlags(0) || ke->kbd.hasFlags(Common::KBD_SHIFT)) {
if (ke->kbd.hasFlags(0) || ke->kbd.hasFlags(Common::KBD_SHIFT)) {
switch (ke->kbd.keycode) {
case Common::KEYCODE_p:
if (isPaused()) {

View File

@ -143,7 +143,6 @@ private:
protected:
// Engine APIs
Common::Error run() override;
GUI::Debugger *getDebugger() override;
bool hasFeature(EngineFeature f) const override;
void syncSoundSettings() override;
void pauseEngineIntern(bool pause) override;