122 lines
3.6 KiB
C++
122 lines
3.6 KiB
C++
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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/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 "private/private.h"
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namespace Private {
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PrivateEngine::PrivateEngine(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 run().
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// Do not initialize graphics here
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// Do not initialize audio devices 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(kPrivateDebugExample, "example", "this is just an example for a engine specific debug channel");
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DebugMan.addDebugChannel(kPrivateDebugExample2, "example2", "also an example");
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// Don't forget to register your random source
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_rnd = new Common::RandomSource("private");
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debug("PrivateEngine::PrivateEngine");
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}
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PrivateEngine::~PrivateEngine() {
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debug("PrivateEngine::~PrivateEngine");
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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 PrivateEngine::run() {
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// Initialize graphics using following:
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initGraphics(320, 200);
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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 *console = new Console(this);
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setDebugger(console);
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// Additional setup.
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debug("PrivateEngine::init");
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// Your main even loop should be (invoked from) here.
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debug("PrivateEngine::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, kPrivateDebugExample, "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, kPrivateDebugExample | kPrivateDebugExample2, "Example debug call two");
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// Simple main event loop
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Common::Event evt;
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while (!shouldQuit()) {
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g_system->getEventManager()->pollEvent(evt);
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g_system->delayMillis(10);
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}
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return Common::kNoError;
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}
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bool PrivateEngine::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 PrivateEngine::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 PrivateEngine::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 PrivateEngine::syncGameStream(Common::Serializer &s) {
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// Use methods of Serializer to save/load fields
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int dummy = 0;
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s.syncAsUint16LE(dummy);
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}
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} // End of namespace Private
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