PRIVATE: private-eye skeleton engine
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3
engines/private/configure.engine
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3
engines/private/configure.engine
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# This file is included from the main "configure" script
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# add_engine [name] [desc] [build-by-default] [subengines] [base games] [deps]
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add_engine private "Private Eye" no
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43
engines/private/detection.cpp
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engines/private/detection.cpp
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#include "base/plugins.h"
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#include "engines/advancedDetector.h"
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namespace Private {
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static const PlainGameDescriptor privateGames[] = {
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{ "private-eye", "Private Eye" },
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{ 0, 0 }
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};
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static const ADGameDescription gameDescriptions[] = {
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{
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"private-eye",
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0,
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AD_ENTRY1s("game.dat", "7a3eb7d9dedf40680ac3d088524f976e", 190735),
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Common::EN_ANY,
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Common::kPlatformWindows,
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ADGF_NO_FLAGS,
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GUIO1(GUIO_NOMIDI)
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},
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AD_TABLE_END_MARKER
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};
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} // End of namespace Private
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class PrivateMetaEngineDetection : public AdvancedMetaEngineDetection {
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public:
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PrivateMetaEngineDetection() : AdvancedMetaEngineDetection(Private::gameDescriptions, sizeof(ADGameDescription), Private::privateGames) {
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}
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const char *getEngineId() const override {
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return "private";
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}
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const char *getName() const override {
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return "Private Eye";
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}
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const char *getOriginalCopyright() const override {
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return "Copyright (C) Brooklyn Multimedia";
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}
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};
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REGISTER_PLUGIN_STATIC(PRIVATE_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, PrivateMetaEngineDetection);
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22
engines/private/metaengine.cpp
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engines/private/metaengine.cpp
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#include "private/private.h"
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#include "engines/advancedDetector.h"
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class PrivateMetaEngine : public AdvancedMetaEngine {
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public:
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const char *getName() const override {
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return "private";
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}
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
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};
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Common::Error PrivateMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new Private::PrivateEngine(syst);
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return Common::kNoError;
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}
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#if PLUGIN_ENABLED_DYNAMIC(PRIVATE)
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REGISTER_PLUGIN_DYNAMIC(PRIVATE, PLUGIN_TYPE_ENGINE, PrivateMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(PRIVATE, PLUGIN_TYPE_ENGINE, PrivateMetaEngine);
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#endif
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19
engines/private/module.mk
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engines/private/module.mk
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MODULE := engines/private
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MODULE_OBJS := \
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metaengine.o \
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private.o
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MODULE_DIRS += \
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engines/private
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# This module can be built as a plugin
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ifeq ($(ENABLE_QUUX), DYNAMIC_PLUGIN)
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PLUGIN := 1
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endif
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# Include common rules
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include $(srcdir)/rules.mk
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# Detection objects
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DETECT_OBJS += $(MODULE)/detection.o
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121
engines/private/private.cpp
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engines/private/private.cpp
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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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49
engines/private/private.h
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engines/private/private.h
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#ifndef PRIVATE_H
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#define PRIVATE_H
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#include "common/random.h"
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#include "common/serializer.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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namespace Private {
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class Console;
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// our engine debug channels
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enum {
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kPrivateDebugExample = 1 << 0,
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kPrivateDebugExample2 = 1 << 1
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// next new channel must be 1 << 2 (4)
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// the current limitation is 32 debug channels (1 << 31 is the last one)
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};
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class PrivateEngine : public Engine {
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private:
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// We need random numbers
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Common::RandomSource *_rnd;
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public:
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PrivateEngine(OSystem *syst);
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~PrivateEngine();
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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bool canLoadGameStateCurrently() override { return true; }
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bool canSaveGameStateCurrently() override { return true; }
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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void syncGameStream(Common::Serializer &s);
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};
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// Example console class
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class Console : public GUI::Debugger {
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public:
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Console(PrivateEngine *vm) {
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}
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virtual ~Console(void) {
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}
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};
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} // End of namespace Quux
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#endif
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