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LASTEXPRESS: Refactor to use Engine debugger
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72d0d84be2
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@ -91,7 +91,7 @@ LastExpressEngine::~LastExpressEngine() {
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SAFE_DELETE(_resMan);
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SAFE_DELETE(_sceneMan);
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SAFE_DELETE(_soundMan);
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SAFE_DELETE(_debugger);
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//_debugger is deleted by Engine
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// Cleanup event handlers
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SAFE_DELETE(_eventMouse);
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@ -115,6 +115,7 @@ Common::Error LastExpressEngine::run() {
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// Create debugger. It requires GFX to be initialized
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_debugger = new Debugger(this);
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setDebugger(_debugger);
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// Start the resource and graphics managers
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_resMan = new ResourceManager(isDemo());
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@ -195,19 +196,12 @@ bool LastExpressEngine::handleEvents() {
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_debugger->attach();
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}
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// Show the debugger if required
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_debugger->onFrame();
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// Handle input
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Common::Event ev;
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while (_eventMan->pollEvent(ev)) {
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switch (ev.type) {
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case Common::EVENT_KEYDOWN:
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// CTRL-D: Attach the debugger
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if ((ev.kbd.flags & Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d)
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_debugger->attach();
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//// DEBUG: Quit game on escape
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//if (ev.kbd.keycode == Common::KEYCODE_ESCAPE)
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// quitGame();
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@ -72,7 +72,6 @@ protected:
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// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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Debugger *getDebugger() override { return _debugger; }
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public:
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LastExpressEngine(OSystem *syst, const ADGameDescription *gd);
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