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7ad677afc8
Since SWORD25 uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands. However, this is not currently usable as the command key code is commented out. This is due to the event loop which reads keyboard input being buried 2 object layers below the Engine VM object and I am unsure how the engine development team would want this exposed / interfaced. svn-id: r54184
51 lines
1.3 KiB
C++
51 lines
1.3 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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* $URL$
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* $Id$
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*
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*/
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#ifndef SWORD25_CONSOLE_H
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#define SWORD25_CONSOLE_H
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#include "gui/debugger.h"
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namespace Sword25 {
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class Sword25Engine;
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class Sword25Console : public GUI::Debugger {
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public:
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Sword25Console(Sword25Engine *vm);
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virtual ~Sword25Console(void);
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protected:
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virtual void preEnter();
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virtual void postEnter();
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private:
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Sword25Engine *_vm;
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};
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} // End of namespace Sword25
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#endif
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