scummvm/engines/cryo/cryo.cpp
2017-01-25 22:41:56 +01:00

104 lines
3.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "graphics/surface.h"
#include "graphics/screen.h"
#include "graphics/palette.h"
#include "common/system.h"
//#include "common/timer.h"
#include "engines/util.h"
#include "cryo/cryo.h"
#include "cryo/eden.h"
namespace Cryo {
CryoEngine *g_ed = 0;
CryoEngine::CryoEngine(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc), _console(nullptr) {
// Put your engine in a sane state, but do nothing big yet;
// in particular, do not load data from files; rather, if you
// need to do such things, do them from run().
// Do not initialize graphics here
// Do not initialize audio devices here
// However this is the place to specify all default directories
// const Common::FSNode gameDataDir(ConfMan.get("path"));
// SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
// Here is the right place to set up the engine specific debug channels
DebugMan.addDebugChannel(kCryoDebugExample, "example", "this is just an example for a engine specific debug channel");
DebugMan.addDebugChannel(kCryoDebugExample2, "example2", "also an example");
// Don't forget to register your random source
_rnd = new Common::RandomSource("cryo");
debug("CryoEngine::CryoEngine");
g_ed = this;
}
CryoEngine::~CryoEngine() {
debug("CryoEngine::~CryoEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error CryoEngine::run() {
// Initialize graphics using following:
initGraphics(320, 200, false);
_screen.create(320, 200, Graphics::PixelFormat::createFormatCLUT8());
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
// Additional setup.
debug("CryoEngine::init");
// Your main even loop should be (invoked from) here.
debug("CryoEngine::go: Hello, World!");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kCryoDebugExample, "Example debug call");
// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline
debugC(3, kCryoDebugExample | kCryoDebugExample2, "Example debug call two");
_game.run();
return Common::kNoError;
}
} // End of namespace Cryo