mirror of
https://github.com/libretro/scummvm.git
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122 lines
4.1 KiB
C++
122 lines
4.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/debug-channels.h"
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#include "common/error.h"
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#include "common/EventRecorder.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "engines/util.h"
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#include "engines/wintermute/Ad/AdGame.h"
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#include "engines/wintermute/wintermute.h"
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#include "engines/wintermute/PlatformSDL.h"
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namespace WinterMute {
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WinterMuteEngine::WinterMuteEngine(OSystem *syst)
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: Engine(syst) {
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// Put your engine in a sane state, but do nothing big yet;
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// in particular, do not load data from files; rather, if you
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// need to do such things, do them from init().
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// Do not initialize graphics here
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// However this is the place to specify all default directories
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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//SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
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// Here is the right place to set up the engine specific debug channels
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DebugMan.addDebugChannel(kWinterMuteDebugExample, "example", "this is just an example for a engine specific debug channel");
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DebugMan.addDebugChannel(kWinterMuteDebugExample2, "example2", "also an example");
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// Don't forget to register your random source
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_rnd = new Common::RandomSource("WinterMute");
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debug("WinterMuteEngine::WinterMuteEngine");
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}
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WinterMuteEngine::~WinterMuteEngine() {
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debug("WinterMuteEngine::~WinterMuteEngine");
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// Dispose your resources here
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delete _rnd;
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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}
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Common::Error WinterMuteEngine::run() {
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// Initialize graphics using following:
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Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
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initGraphics(800, 600, false, &format);
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if (g_system->getScreenFormat() != format) {
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error("Wintermute currently REQUIRES 32bpp");
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}
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// You could use backend transactions directly as an alternative,
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// but it isn't recommended, until you want to handle the error values
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// from OSystem::endGFXTransaction yourself.
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// This is just an example template:
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//_system->beginGFXTransaction();
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// // This setup the graphics mode according to users seetings
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// initCommonGFX(false);
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//
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// // Specify dimensions of game graphics window.
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// // In this example: 320x200
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// _system->initSize(320, 200);
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//FIXME: You really want to handle
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//OSystem::kTransactionSizeChangeFailed here
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//_system->endGFXTransaction();
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// Create debugger console. It requires GFX to be initialized
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_console = new Console(this);
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// Additional setup.
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debug("WinterMuteEngine::init");
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// Your main even loop should be (invoked from) here.
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debug("WinterMuteEngine::go: Hello, World!");
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// This test will show up if -d1 and --debugflags=example are specified on the commandline
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debugC(1, kWinterMuteDebugExample, "Example debug call");
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// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline
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debugC(3, kWinterMuteDebugExample | kWinterMuteDebugExample2, "Example debug call two");
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CAdGame *game = new CAdGame;
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int ret = 1;
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ret = CBPlatform::Initialize(game, NULL, 0);
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if (ret == 0) {
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ret = CBPlatform::MessageLoop();
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}
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return Common::kNoError;
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}
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} // End of namespace WinterMute
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