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Add a class to group all renderer related (static) functions. This allows to have getBestMatchingAvailableType inline in all engines. The matching code is now shared between all engines but allows customization for engines needing it (Grim, WME3D). The new code takes runtime availability of features to select the best renderer. It avoid crashes when user choosed OpenGL but GLES2 is used.
130 lines
3.7 KiB
C++
130 lines
3.7 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "graphics/renderer.h"
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#include "engines/grim/debugger.h"
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#include "engines/grim/md5check.h"
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#include "engines/grim/grim.h"
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namespace Grim {
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Debugger::Debugger() :
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GUI::Debugger() {
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registerCmd("check_gamedata", WRAP_METHOD(Debugger, cmd_checkFiles));
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registerCmd("lua_do", WRAP_METHOD(Debugger, cmd_lua_do));
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registerCmd("jump", WRAP_METHOD(Debugger, cmd_jump));
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registerCmd("set_renderer", WRAP_METHOD(Debugger, cmd_set_renderer));
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registerCmd("save", WRAP_METHOD(Debugger, cmd_save));
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registerCmd("load", WRAP_METHOD(Debugger, cmd_load));
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}
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Debugger::~Debugger() {
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}
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bool Debugger::cmd_checkFiles(int argc, const char **argv) {
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if (MD5Check::checkFiles()) {
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debugPrintf("All files are ok.\n");
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} else {
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debugPrintf("Some files are corrupted or missing.\n");
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}
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return true;
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}
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bool Debugger::cmd_lua_do(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: lua_do <lua command>\n");
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return true;
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}
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Common::String cmd;
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for (int i = 1; i < argc; ++i) {
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cmd += argv[i];
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cmd += " ";
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}
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cmd.deleteLastChar();
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debugPrintf("Executing command: <%s>\n", cmd.c_str());
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cmd = Common::String::format("__temp_fn__ = function()\n%s\nend\nstart_script(__temp_fn__)", cmd.c_str());
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g_grim->debugLua(cmd);
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return true;
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}
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bool Debugger::cmd_jump(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: jump <jump target>\n");
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return true;
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}
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// Escape from Monkey Island keeps the jump script in a separate file, so load it first
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if (g_grim->getGameType() == GType_MONKEY4) {
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Common::String loadJS = Common::String::format("dofile(\"_jumpscripts.lua\")\n");
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g_grim->debugLua(loadJS.c_str());
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}
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// Start the jump_script Lua function with the desired target
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Common::String cmd = Common::String::format("start_script(jump_script,\"%s\")", argv[1]);
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g_grim->debugLua(cmd.c_str());
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return true;
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}
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bool Debugger::cmd_set_renderer(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: set_renderer <renderer>\n");
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debugPrintf("Where <renderer> is 'software', 'opengl' or 'opengl_shaders'\n");
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return true;
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}
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Graphics::RendererType renderer = Graphics::Renderer::parseTypeCode(argv[1]);
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if (renderer == Graphics::kRendererTypeDefault) {
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debugPrintf("Invalid renderer '%s'\n", argv[1]);
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return true;
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}
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ConfMan.set("renderer", Graphics::Renderer::getTypeCode(renderer));
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g_grim->changeHardwareState();
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return false;
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}
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bool Debugger::cmd_save(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: save <save name>\n");
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return true;
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}
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Common::String file = Common::String::format("%s.gsv", argv[1]);
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g_grim->saveGame(file);
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return true;
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}
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bool Debugger::cmd_load(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: load <save name>\n");
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return true;
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}
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Common::String file = Common::String::format("%s.gsv", argv[1]);
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g_grim->loadGame(file);
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return true;
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}
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}
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