scummvm/engines/asylum/asylum.cpp
Alex Bevilacqua 7560a70090
ASYLUM: removed traces of menu class
git-svn-id: http://asylumengine.googlecode.com/svn/trunk@34 0bfb4aae-4ea4-11de-8d8d-752d95cf3e3c
2021-05-17 15:35:06 +02:00

111 lines
3.3 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/config-manager.h"
#include "common/events.h"
#include "common/system.h"
#include "common/file.h"
#include "asylum/asylum.h"
#include "asylum/screen.h"
namespace Asylum {
AsylumEngine::AsylumEngine(OSystem *system, Common::Language language)
: Engine(system) {
Common::File::addDefaultDirectory(_gameDataDir.getChild("Data"));
Common::File::addDefaultDirectory(_gameDataDir.getChild("Vids"));
_eventMan->registerRandomSource(_rnd, "asylum");
}
AsylumEngine::~AsylumEngine() {
//Common::clearAllDebugChannels();
delete _screen;
delete _resMgr;
}
Common::Error AsylumEngine::run() {
Common::Error err;
err = init();
if (err != Common::kNoError)
return err;
return go();
}
// Will do the same as subroutine at address 0041A500
Common::Error AsylumEngine::init() {
// initialize engine objects
_screen = new Screen(_system);
_resMgr = new ResourceManager;
// initializing game
// TODO: save dialogue key codes into sntrm_k.txt (need to figure out why they use such thing)
// TODO: get hand icon resource before starting main menu
// TODO: load startup configurations (address 0041A970)
// TODO: setup cinematics (address 0041A880) (probably we won't need it)
// TODO: init unknown game stuffs (address 0040F430)
// TODO: load smaker intro movie (0)->(mov000.smk)
// TODO: if savegame exists on folder, than start NewGame()
return Common::kNoError;
}
Common::Error AsylumEngine::go() {
showMainMenu();
// DEBUG
// Control loop test. Basically just keep the
// ScummVM window alive until ESC is pressed.
// This will facilitate drawing tests ;)
bool end = false;
Common::EventManager *em = _system->getEventManager();
while (!end) {
Common::Event ev;
if (em->pollEvent(ev)) {
if (ev.type == Common::EVENT_KEYDOWN) {
if (ev.kbd.keycode == Common::KEYCODE_ESCAPE)
end = true;
//if (ev.kbd.keycode == Common::KEYCODE_RETURN)
}
}
_system->delayMillis(10);
}
return Common::kNoError;
}
void AsylumEngine::showMainMenu() {
// eyes animation index table
//const uint32 eyesTable[8] = {3, 5, 1, 7, 4, 8, 2, 6};
_screen->setFrontBuffer(
0, 0,
SCREEN_WIDTH, SCREEN_DEPTH,
_resMgr->getGraphic("res.001",0).getEntry(0).data);
_screen->setPalette(_resMgr->getPalette("res.001", 17).data);
_screen->updateScreen();
}
} // namespace Asylum