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https://github.com/libretro/scummvm.git
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15602e77c7
Refactor the existing CGA rendering code to make it compatible with HGA rendering. The main changes include the introduction of engine variables and a move away from macros.
99 lines
2.6 KiB
C++
99 lines
2.6 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/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/error.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "common/system.h"
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#include "engines/util.h"
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#include "chamber/chamber.h"
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namespace Chamber {
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ChamberEngine *g_vm;
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ChamberEngine::ChamberEngine(OSystem *syst, const ADGameDescription *desc)
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: Engine(syst) {
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g_vm = this;
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_gameDescription = desc;
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const Common::FSNode gameDataDir(ConfMan.getPath("path"));
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// Don't forget to register your random source
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_rnd = new Common::RandomSource("chamber");
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_shouldQuit = false;
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_shouldRestart = false;
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_prioritycommand_1 = false;
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_prioritycommand_2 = false;
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_pxiData = NULL;
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_videoMode = Common::kRenderCGA;
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_screenH = _screenW = _screenBits = _screenBPL = _screenPPB = 0;
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_line_offset = _line_offset2 = _fontHeight = _fontWidth = 0;
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_speakerHandle = NULL;
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_speakerStream = NULL;
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}
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ChamberEngine::~ChamberEngine() {
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// Dispose your resources here
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delete _rnd;
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delete[] _pxiData;
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deinitSound();
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}
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bool ChamberEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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Common::Error ChamberEngine::loadGameStream(Common::SeekableReadStream *stream) {
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Common::Serializer s(stream, nullptr);
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syncGameStream(s);
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return Common::kNoError;
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}
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Common::Error ChamberEngine::saveGameStream(Common::WriteStream *stream, bool isAutosave) {
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Common::Serializer s(nullptr, stream);
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syncGameStream(s);
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return Common::kNoError;
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}
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void ChamberEngine::syncGameStream(Common::Serializer &s) {
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// Use methods of Serializer to save/load fields
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int16 dummy = 0;
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s.syncAsUint16LE(dummy);
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}
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} // End of namespace Chamber
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