ZVISION: Refactor to use Engine debugger

This commit is contained in:
Paul Gilbert 2020-02-09 09:16:57 -08:00 committed by Filippos Karapetis
parent 528d62930a
commit c44a028ae7
3 changed files with 1 additions and 17 deletions

View File

@ -224,14 +224,6 @@ void ZVision::processEvents() {
case Common::EVENT_KEYDOWN: {
switch (_event.kbd.keycode) {
case Common::KEYCODE_d:
if (_event.kbd.hasFlags(Common::KBD_CTRL)) {
// Start the debugger
_console->attach();
_console->onFrame();
}
break;
case Common::KEYCODE_LEFT:
case Common::KEYCODE_RIGHT:
if (_renderManager->getRenderTable()->getRenderState() == RenderTable::PANORAMA)

View File

@ -90,7 +90,6 @@ ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
_cursorManager(nullptr),
_midiManager(nullptr),
_rnd(nullptr),
_console(nullptr),
_menu(nullptr),
_searchManager(nullptr),
_textRenderer(nullptr),
@ -112,7 +111,6 @@ ZVision::~ZVision() {
debug(1, "ZVision::~ZVision");
// Dispose of resources
delete _console;
delete _cursorManager;
delete _stringManager;
delete _saveManager;
@ -234,7 +232,7 @@ void ZVision::initialize() {
#endif
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
setDebugger(new Console(this));
_doubleFPS = ConfMan.getBool("doublefps");
// Initialize FPS timer callback
@ -382,10 +380,6 @@ bool ZVision::canRender() {
return _frameRenderDelay <= 0;
}
GUI::Debugger *ZVision::getDebugger() {
return _console;
}
void ZVision::syncSoundSettings() {
Engine::syncSoundSettings();

View File

@ -112,7 +112,6 @@ public:
const Graphics::PixelFormat _screenPixelFormat;
private:
Console *_console;
const ZVisionGameDescription *_gameDescription;
const int _desiredFrameTime;
@ -231,7 +230,6 @@ public:
return _fps;
}
GUI::Debugger *getDebugger() override;
void syncSoundSettings() override;
void loadSettings();