scummvm/engines/quux/quux.cpp
Eugene Sandulenko 4a6489b14e
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QUUX: Update to the latest changes with debug flags
2021-05-23 19:11:06 +02:00

139 lines
4.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#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 "quux/quux.h"
namespace Quux {
QuuxEngine::QuuxEngine(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");
// Don't forget to register your random source
_rnd = new Common::RandomSource("quux");
debug("QuuxEngine::QuuxEngine");
}
QuuxEngine::~QuuxEngine() {
debug("QuuxEngine::~QuuxEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error QuuxEngine::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("QuuxEngine::init");
// Your main even loop should be (invoked from) here.
debug("QuuxEngine::go: Hello, World!");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kQuuxDebugExample, "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, kQuuxDebugExample | kQuuxDebugExample2, "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 QuuxEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::Error QuuxEngine::loadGameStream(Common::SeekableReadStream *stream) {
Common::Serializer s(stream, nullptr);
syncGameStream(s);
return Common::kNoError;
}
Common::Error QuuxEngine::saveGameStream(Common::WriteStream *stream, bool isAutosave) {
Common::Serializer s(nullptr, stream);
syncGameStream(s);
return Common::kNoError;
}
void QuuxEngine::syncGameStream(Common::Serializer &s) {
// Use methods of Serializer to save/load fields
int dummy = 0;
s.syncAsUint16LE(dummy);
}
} // End of namespace Quux