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ZVISION: Refactor to use Engine debugger
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528d62930a
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c44a028ae7
@ -224,14 +224,6 @@ void ZVision::processEvents() {
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case Common::EVENT_KEYDOWN: {
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switch (_event.kbd.keycode) {
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case Common::KEYCODE_d:
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if (_event.kbd.hasFlags(Common::KBD_CTRL)) {
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// Start the debugger
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_console->attach();
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_console->onFrame();
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}
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break;
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_RIGHT:
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if (_renderManager->getRenderTable()->getRenderState() == RenderTable::PANORAMA)
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@ -90,7 +90,6 @@ ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
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_cursorManager(nullptr),
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_midiManager(nullptr),
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_rnd(nullptr),
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_console(nullptr),
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_menu(nullptr),
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_searchManager(nullptr),
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_textRenderer(nullptr),
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@ -112,7 +111,6 @@ ZVision::~ZVision() {
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debug(1, "ZVision::~ZVision");
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// Dispose of resources
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delete _console;
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delete _cursorManager;
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delete _stringManager;
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delete _saveManager;
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@ -234,7 +232,7 @@ void ZVision::initialize() {
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#endif
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// Create debugger console. It requires GFX to be initialized
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_console = new Console(this);
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setDebugger(new Console(this));
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_doubleFPS = ConfMan.getBool("doublefps");
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// Initialize FPS timer callback
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@ -382,10 +380,6 @@ bool ZVision::canRender() {
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return _frameRenderDelay <= 0;
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}
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GUI::Debugger *ZVision::getDebugger() {
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return _console;
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}
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void ZVision::syncSoundSettings() {
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Engine::syncSoundSettings();
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@ -112,7 +112,6 @@ public:
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const Graphics::PixelFormat _screenPixelFormat;
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private:
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Console *_console;
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const ZVisionGameDescription *_gameDescription;
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const int _desiredFrameTime;
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@ -231,7 +230,6 @@ public:
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return _fps;
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}
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GUI::Debugger *getDebugger() override;
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void syncSoundSettings() override;
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void loadSettings();
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