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authorEinar Johan Trøan Sømåen2012-05-11 16:03:59 +0200
committerEinar Johan Trøan Sømåen2012-06-02 13:01:15 +0200
commitba6a2ac66ea3e679246a28e81013f7c4794ed564 (patch)
tree9e187c8259f0ad8f38b29c4d66abef675a9e7ff3 /engines/wintermute/wintermute.cpp
parent2ee58d2dc3f78e03f25edf7103403ee06ba9ab7a (diff)
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WINTERMUTE: Run Astyle on code-files to reformat.
Diffstat (limited to 'engines/wintermute/wintermute.cpp')
-rw-r--r--engines/wintermute/wintermute.cpp160
1 files changed, 80 insertions, 80 deletions
diff --git a/engines/wintermute/wintermute.cpp b/engines/wintermute/wintermute.cpp
index e6b273b291..e83261225f 100644
--- a/engines/wintermute/wintermute.cpp
+++ b/engines/wintermute/wintermute.cpp
@@ -8,12 +8,12 @@
* 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.
@@ -36,84 +36,84 @@
#include "engines/wintermute/PlatformSDL.h"
namespace WinterMute {
-
- WinterMuteEngine::WinterMuteEngine(OSystem *syst)
+
+WinterMuteEngine::WinterMuteEngine(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 init().
-
- // Do not initialize graphics 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(kWinterMuteDebugExample, "example", "this is just an example for a engine specific debug channel");
- DebugMan.addDebugChannel(kWinterMuteDebugExample2, "example2", "also an example");
-
- // Don't forget to register your random source
- _rnd = new Common::RandomSource("WinterMute");
-
- debug("WinterMuteEngine::WinterMuteEngine");
- }
-
- WinterMuteEngine::~WinterMuteEngine() {
- debug("WinterMuteEngine::~WinterMuteEngine");
-
- // Dispose your resources here
- delete _rnd;
-
- // Remove all of our debug levels here
- DebugMan.clearAllDebugChannels();
- }
-
- Common::Error WinterMuteEngine::run() {
- // Initialize graphics using following:
- Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
- initGraphics(800, 600, false, &format);
-
- // 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 = new Console(this);
-
- // Additional setup.
- debug("WinterMuteEngine::init");
-
- // Your main even loop should be (invoked from) here.
- debug("WinterMuteEngine::go: Hello, World!");
-
- // This test will show up if -d1 and --debugflags=example are specified on the commandline
- debugC(1, kWinterMuteDebugExample, "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, kWinterMuteDebugExample | kWinterMuteDebugExample2, "Example debug call two");
-
- CAdGame *game = new CAdGame;
-
- int ret = 1;
-
- ret = CBPlatform::Initialize(game, NULL, 0);
-
- if (ret == 0) {
- ret = CBPlatform::MessageLoop();
- }
- return Common::kNoError;
+ // 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 init().
+
+ // Do not initialize graphics 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(kWinterMuteDebugExample, "example", "this is just an example for a engine specific debug channel");
+ DebugMan.addDebugChannel(kWinterMuteDebugExample2, "example2", "also an example");
+
+ // Don't forget to register your random source
+ _rnd = new Common::RandomSource("WinterMute");
+
+ debug("WinterMuteEngine::WinterMuteEngine");
+}
+
+WinterMuteEngine::~WinterMuteEngine() {
+ debug("WinterMuteEngine::~WinterMuteEngine");
+
+ // Dispose your resources here
+ delete _rnd;
+
+ // Remove all of our debug levels here
+ DebugMan.clearAllDebugChannels();
+}
+
+Common::Error WinterMuteEngine::run() {
+ // Initialize graphics using following:
+ Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
+ initGraphics(800, 600, false, &format);
+
+ // 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 = new Console(this);
+
+ // Additional setup.
+ debug("WinterMuteEngine::init");
+
+ // Your main even loop should be (invoked from) here.
+ debug("WinterMuteEngine::go: Hello, World!");
+
+ // This test will show up if -d1 and --debugflags=example are specified on the commandline
+ debugC(1, kWinterMuteDebugExample, "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, kWinterMuteDebugExample | kWinterMuteDebugExample2, "Example debug call two");
+
+ CAdGame *game = new CAdGame;
+
+ int ret = 1;
+
+ ret = CBPlatform::Initialize(game, NULL, 0);
+
+ if (ret == 0) {
+ ret = CBPlatform::MessageLoop();
}
-
+ return Common::kNoError;
+}
+
} // End of namespace WinterMute \ No newline at end of file