/* 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 = nullptr; 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"); _game = nullptr; _video = nullptr; ScreenView = nullptr; debug("CryoEngine::CryoEngine"); g_ed = this; } CryoEngine::~CryoEngine() { debug("CryoEngine::~CryoEngine"); // Dispose your resources here delete _rnd; delete _game; delete _video; delete ScreenView; // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); } Common::Error CryoEngine::run() { _game = new EdenGame(this); _video = new HnmPlayer(this); ScreenView = new View(this, 320, 200); ///// CLTimer _timerTicks = 0; // incremented in realtime // 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