scummvm/engines/private/private.cpp

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2020-12-24 16:10:32 -03:00
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/events.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
#include "engines/util.h"
#include "private/private.h"
namespace Private {
PrivateEngine::PrivateEngine(OSystem *syst)
: Engine(syst) {
// 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(kPrivateDebugExample, "example", "this is just an example for a engine specific debug channel");
DebugMan.addDebugChannel(kPrivateDebugExample2, "example2", "also an example");
// Don't forget to register your random source
_rnd = new Common::RandomSource("private");
debug("PrivateEngine::PrivateEngine");
}
PrivateEngine::~PrivateEngine() {
debug("PrivateEngine::~PrivateEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error PrivateEngine::run() {
// Initialize graphics using following:
initGraphics(320, 200);
// You could use backend transactions directly as an alternative,
// but it isn't recommended, until you want to handle the error values
// from OSystem::endGFXTransaction yourself.
// This is just an example template:
//_system->beginGFXTransaction();
// // This setup the graphics mode according to users seetings
// initCommonGFX(false);
//
// // Specify dimensions of game graphics window.
// // In this example: 320x200
// _system->initSize(320, 200);
//FIXME: You really want to handle
//OSystem::kTransactionSizeChangeFailed here
//_system->endGFXTransaction();
// Create debugger console. It requires GFX to be initialized
Console *console = new Console(this);
setDebugger(console);
// Additional setup.
debug("PrivateEngine::init");
// Your main even loop should be (invoked from) here.
debug("PrivateEngine::go: Hello, World!");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kPrivateDebugExample, "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, kPrivateDebugExample | kPrivateDebugExample2, "Example debug call two");
// Simple main event loop
Common::Event evt;
while (!shouldQuit()) {
g_system->getEventManager()->pollEvent(evt);
g_system->delayMillis(10);
}
return Common::kNoError;
}
bool PrivateEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::Error PrivateEngine::loadGameStream(Common::SeekableReadStream *stream) {
Common::Serializer s(stream, nullptr);
syncGameStream(s);
return Common::kNoError;
}
Common::Error PrivateEngine::saveGameStream(Common::WriteStream *stream, bool isAutosave) {
Common::Serializer s(nullptr, stream);
syncGameStream(s);
return Common::kNoError;
}
void PrivateEngine::syncGameStream(Common::Serializer &s) {
// Use methods of Serializer to save/load fields
int dummy = 0;
s.syncAsUint16LE(dummy);
}
} // End of namespace Private