From d158280425efac5f4ec72e00fb2b7389cdfb5a75 Mon Sep 17 00:00:00 2001 From: Max Horn Date: Tue, 24 Feb 2004 22:39:42 +0000 Subject: the OSystem changes we discussed on the ML (note: renaming of the existing OSystem API is not yet finished); porters will have to fix their ports to get them to compile again svn-id: r13036 --- base/main.cpp | 31 ++++++++++++++----------------- 1 file changed, 14 insertions(+), 17 deletions(-) (limited to 'base/main.cpp') diff --git a/base/main.cpp b/base/main.cpp index 2141c9d05a..85cfc059fd 100644 --- a/base/main.cpp +++ b/base/main.cpp @@ -176,12 +176,15 @@ static void do_memory_test(void) { #endif static int launcherDialog(GameDetector &detector, OSystem *system) { - // FIXME - we need to call init_size() here so that we can display for example + // Set the user specified graphics mode (if any). + system->setGraphicsMode(ConfMan.get("gfx_mode").c_str()); + + // FIXME - we need to call initSize() here so that we can display for example // the launcher dialog. But the Engine object will also call it again (possibly // with a different widht/height!9 However, this method is not for all OSystem // implementations reentrant (it is so now for the SDL backend). Thus we need // to fix all backends to support it, if they don't already. - system->init_size(320, 200); + system->initSize(320, 200); // FIXME - mouse cursors are currently always set via 8 bit data. // Thus for now we need to setup a dummy palette. On the long run, we might @@ -219,7 +222,6 @@ static int launcherDialog(GameDetector &detector, OSystem *system) { } static void runGame(GameDetector &detector, OSystem *system) { - OSystem::Property prop; // Set the window caption to the game name Common::String caption(ConfMan.get("description", detector._targetName)); @@ -229,26 +231,22 @@ static void runGame(GameDetector &detector, OSystem *system) { if (caption.isEmpty()) caption = detector._targetName; if (!caption.isEmpty()) { - prop.caption = caption.c_str(); - system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop); + system->setWindowCaption(caption.c_str()); } // See if the game should default to 1x scaler if (!ConfMan.hasKey("gfx_mode", detector._targetName) && (detector._game.features & GF_DEFAULT_TO_1X_SCALER)) { - prop.gfx_mode = GFX_NORMAL; - system->property(OSystem::PROP_SET_GFX_MODE, &prop); + system->setGraphicsMode(GFX_NORMAL); } else { // Override global scaler with any game-specific define if (ConfMan.hasKey("gfx_mode")) { - prop.gfx_mode = detector.parseGraphicsMode(ConfMan.get("gfx_mode")); - system->property(OSystem::PROP_SET_GFX_MODE, &prop); + system->setGraphicsMode(ConfMan.get("gfx_mode").c_str()); } } // (De)activate fullscreen mode as determined by the config settings - if (ConfMan.getBool("fullscreen") != (system->property(OSystem::PROP_GET_FULLSCREEN, 0) != 0)) - system->property(OSystem::PROP_TOGGLE_FULLSCREEN, 0); + system->setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen")); // Create the game engine Engine *engine = detector.createEngine(system); @@ -258,18 +256,17 @@ static void runGame(GameDetector &detector, OSystem *system) { engine->go(); // Stop all sound processing now (this prevents some race conditions later on) - system->clear_sound_proc(); + system->clearSoundCallback(); // Free up memory delete engine; }; #ifndef _WIN32_WCE -int main(int argc, char *argv[]) { +extern "C" int main(int argc, char *argv[]) { #else extern "C" int scummvm_main(GameDetector &detector, int argc, char *argv[]) { #endif - OSystem::Property prop; char *cfgFilename = NULL, *s=argv[1]; #if defined(UNIX) @@ -346,15 +343,15 @@ extern "C" int scummvm_main(GameDetector &detector, int argc, char *argv[]) { #endif detector.parseCommandLine(argc, argv); - // Create the system object + // Ensure the system object exists (it may have already been created + // at an earlier point, though!) OSystem *system = OSystem::instance(); // Create the timer services g_timer = new Timer(system); // Set initial window caption - prop.caption = gScummVMFullVersion; - system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop); + system->setWindowCaption(gScummVMFullVersion); // Unless a game was specified, show the launcher dialog if (detector._targetName.isEmpty()) -- cgit v1.2.3