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SWORD1: Added basic debugging console to engine
SWORD1 does not currently use Debug Channels, but this does provide a base for adding them along with any other debugging commands. svn-id: r54140
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engines/sword1/console.cpp
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43
engines/sword1/console.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "sword1/console.h"
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#include "sword1/sword1.h"
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namespace Sword1 {
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SwordConsole::SwordConsole(SwordEngine *vm) : GUI::Debugger(), _vm(vm) {
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}
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SwordConsole::~SwordConsole() {
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}
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void SwordConsole::preEnter() {
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}
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void SwordConsole::postEnter() {
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}
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} // End of namespace Sword
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50
engines/sword1/console.h
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50
engines/sword1/console.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef SWORD1_CONSOLE_H
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#define SWORD1_CONSOLE_H
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#include "gui/debugger.h"
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namespace Sword1 {
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class SwordEngine;
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class SwordConsole : public GUI::Debugger {
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public:
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SwordConsole(SwordEngine *vm);
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virtual ~SwordConsole(void);
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protected:
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virtual void preEnter();
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virtual void postEnter();
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private:
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SwordEngine *_vm;
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};
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} // End of namespace Sword1
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#endif
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@ -2,6 +2,7 @@ MODULE := engines/sword1
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MODULE_OBJS := \
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animation.o \
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console.o \
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control.o \
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debug.o \
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detection.o \
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@ -66,6 +66,8 @@ SwordEngine::SwordEngine(OSystem *syst)
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SearchMan.addSubDirectoryMatching(gameDataDir, "smackshi");
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SearchMan.addSubDirectoryMatching(gameDataDir, "english");//PSX Demo
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SearchMan.addSubDirectoryMatching(gameDataDir, "italian");//PSX Demo
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_console = new SwordConsole(this);
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}
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SwordEngine::~SwordEngine() {
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@ -78,6 +80,7 @@ SwordEngine::~SwordEngine() {
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delete _mouse;
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delete _objectMan;
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delete _resMan;
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delete _console;
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}
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Common::Error SwordEngine::init() {
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@ -678,6 +681,13 @@ uint8 SwordEngine::mainLoop() {
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if (retCode == CONTROL_NOTHING_DONE)
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_screen->fullRefresh();
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}
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// Check for Debugger Activation
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if (_keyPressed.hasFlags(Common::KBD_CTRL) && _keyPressed.keycode == Common::KEYCODE_d) {
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this->getDebugger()->attach();
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this->getDebugger()->onFrame();
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}
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_mouseState = 0;
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_keyPressed.reset();
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} while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0) && (!shouldQuit()));
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@ -30,6 +30,7 @@
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#include "common/events.h"
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#include "common/util.h"
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#include "sword1/sworddefs.h"
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#include "sword1/console.h"
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/**
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* This is the namespace of the Sword1 engine.
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@ -106,6 +107,8 @@ protected:
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virtual bool hasFeature(EngineFeature f) const;
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virtual void syncSoundSettings();
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GUI::Debugger *getDebugger() { return _console; }
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Common::Error loadGameState(int slot);
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bool canLoadGameStateCurrently();
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Common::Error saveGameState(int slot, const char *desc);
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@ -121,6 +124,8 @@ private:
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void reinitRes(); //Reinits the resources after a GMM load
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SwordConsole *_console;
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uint8 mainLoop();
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Common::Point _mouseCoord;
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