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GNAP: Refactor to use Engine debugger
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parent
a54b19976f
commit
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@ -252,6 +252,7 @@ Common::Error GnapEngine::run() {
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_gameSys = new GameSys(this);
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_gameSys = new GameSys(this);
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_soundMan = new SoundMan(this);
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_soundMan = new SoundMan(this);
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_debugger = new Debugger();
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_debugger = new Debugger();
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setDebugger(_debugger);
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_gnap = new PlayerGnap(this);
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_gnap = new PlayerGnap(this);
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_plat = new PlayerPlat(this);
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_plat = new PlayerPlat(this);
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@ -268,7 +269,7 @@ Common::Error GnapEngine::run() {
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delete _soundCache;
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delete _soundCache;
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delete _spriteCache;
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delete _spriteCache;
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delete _dat;
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delete _dat;
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delete _debugger;
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//delete _debugger; Debugger is deleted by Engine
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delete _font;
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delete _font;
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delete _exe;
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delete _exe;
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@ -281,13 +282,6 @@ void GnapEngine::updateEvents() {
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while (_eventMan->pollEvent(event)) {
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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case Common::EVENT_KEYDOWN:
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// Check for debugger
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if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
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// Attach to the debugger
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_debugger->attach();
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_debugger->onFrame();
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}
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_keyPressState[event.kbd.keycode] = true;
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_keyPressState[event.kbd.keycode] = true;
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_keyDownState[event.kbd.keycode] = true;
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_keyDownState[event.kbd.keycode] = true;
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break;
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break;
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