/* 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 "graphics/surface.h"
#include "graphics/screen.h"
#include "graphics/palette.h"
#include "common/system.h"
//#include "common/timer.h"

#include "engines/util.h"

#include "cryo/cryo.h"
#include "cryo/eden.h"

namespace Cryo {

CryoEngine *g_ed = 0;

CryoEngine::CryoEngine(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc), _console(nullptr) {
	// 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");

	// Here is the right place to set up the engine specific debug channels
	DebugMan.addDebugChannel(kCryoDebugExample, "example", "this is just an example for a engine specific debug channel");
	DebugMan.addDebugChannel(kCryoDebugExample2, "example2", "also an example");

	// Don't forget to register your random source
	_rnd = new Common::RandomSource("cryo");

	debug("CryoEngine::CryoEngine");

	g_ed = this;
}

CryoEngine::~CryoEngine() {
	debug("CryoEngine::~CryoEngine");

	// Dispose your resources here
	delete _rnd;

	// Remove all of our debug levels here
	DebugMan.clearAllDebugChannels();
}

Common::Error CryoEngine::run() {
	// Initialize graphics using following:
	initGraphics(320, 200, false);
	_screen.create(320, 200, Graphics::PixelFormat::createFormatCLUT8());

	// Create debugger console. It requires GFX to be initialized
	_console = new Console(this);

	// Additional setup.
	debug("CryoEngine::init");

	// Your main even loop should be (invoked from) here.
	debug("CryoEngine::go: Hello, World!");

	// This test will show up if -d1 and --debugflags=example are specified on the commandline
	debugC(1, kCryoDebugExample, "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, kCryoDebugExample | kCryoDebugExample2, "Example debug call two");

	game.run();

	return Common::kNoError;
}

} // End of namespace Cryo