GNAP: Refactor to use Engine debugger

This commit is contained in:
Paul Gilbert 2020-02-08 21:29:56 -08:00 committed by Filippos Karapetis
parent a54b19976f
commit fb9d51be0e

View File

@ -252,6 +252,7 @@ Common::Error GnapEngine::run() {
_gameSys = new GameSys(this); _gameSys = new GameSys(this);
_soundMan = new SoundMan(this); _soundMan = new SoundMan(this);
_debugger = new Debugger(); _debugger = new Debugger();
setDebugger(_debugger);
_gnap = new PlayerGnap(this); _gnap = new PlayerGnap(this);
_plat = new PlayerPlat(this); _plat = new PlayerPlat(this);
@ -268,7 +269,7 @@ Common::Error GnapEngine::run() {
delete _soundCache; delete _soundCache;
delete _spriteCache; delete _spriteCache;
delete _dat; delete _dat;
delete _debugger; //delete _debugger; Debugger is deleted by Engine
delete _font; delete _font;
delete _exe; delete _exe;
@ -281,13 +282,6 @@ void GnapEngine::updateEvents() {
while (_eventMan->pollEvent(event)) { while (_eventMan->pollEvent(event)) {
switch (event.type) { switch (event.type) {
case Common::EVENT_KEYDOWN: case Common::EVENT_KEYDOWN:
// Check for debugger
if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
// Attach to the debugger
_debugger->attach();
_debugger->onFrame();
}
_keyPressState[event.kbd.keycode] = true; _keyPressState[event.kbd.keycode] = true;
_keyDownState[event.kbd.keycode] = true; _keyDownState[event.kbd.keycode] = true;
break; break;