LASTEXPRESS: Refactor to use Engine debugger

This commit is contained in:
Paul Gilbert 2020-02-08 22:02:32 -08:00 committed by Filippos Karapetis
parent 72d0d84be2
commit d3e88f72e5
2 changed files with 2 additions and 9 deletions

View File

@ -91,7 +91,7 @@ LastExpressEngine::~LastExpressEngine() {
SAFE_DELETE(_resMan);
SAFE_DELETE(_sceneMan);
SAFE_DELETE(_soundMan);
SAFE_DELETE(_debugger);
//_debugger is deleted by Engine
// Cleanup event handlers
SAFE_DELETE(_eventMouse);
@ -115,6 +115,7 @@ Common::Error LastExpressEngine::run() {
// Create debugger. It requires GFX to be initialized
_debugger = new Debugger(this);
setDebugger(_debugger);
// Start the resource and graphics managers
_resMan = new ResourceManager(isDemo());
@ -195,19 +196,12 @@ bool LastExpressEngine::handleEvents() {
_debugger->attach();
}
// Show the debugger if required
_debugger->onFrame();
// Handle input
Common::Event ev;
while (_eventMan->pollEvent(ev)) {
switch (ev.type) {
case Common::EVENT_KEYDOWN:
// CTRL-D: Attach the debugger
if ((ev.kbd.flags & Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d)
_debugger->attach();
//// DEBUG: Quit game on escape
//if (ev.kbd.keycode == Common::KEYCODE_ESCAPE)
// quitGame();

View File

@ -72,7 +72,6 @@ protected:
// Engine APIs
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
Debugger *getDebugger() override { return _debugger; }
public:
LastExpressEngine(OSystem *syst, const ADGameDescription *gd);