/* 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/system.h" #include "common/config-manager.h" #include "common/debug.h" #include "common/debug-channels.h" #include "common/file.h" #include "common/error.h" #include "graphics/surface.h" #include "common/stream.h" #include "common/memstream.h" #include "hdb.h" #include "console.h" namespace HDB { HDBGame::HDBGame(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) { _console = nullptr; _systemInit = false; DebugMan.addDebugChannel(kDebugExample1, "Example1", "This is just an example to test"); DebugMan.addDebugChannel(kDebugExample2, "Example2", "This is also an example"); } HDBGame::~HDBGame() { delete _console; DebugMan.clearAllDebugChannels(); } bool HDBGame::init() { _voiceless = false; /* Game Subsystem Initializations */ // Init fileMan if (fileMan->openMPC("hyperdemo.mpc")) { gameShutdown = false; _systemInit = true; return true; } error("FileMan::openMPC: Cannot find the hyperspace.mpc data file."); return false; } void HDBGame::start() { _gameState = GameState::GAME_TITLE; } /* Changes the current GameState to the next one. Game State Transitions are deterministic: each state can only a particular state. The next state is held in gameState. TODO: All the functionality hasn't been implemented yet since their subsystems are incomplete. This section needs to be periodically updated as soon as the subsytems are improved. */ void HDBGame::changeGameState() { switch (_gameState) { case GameState::GAME_TITLE: _gameState = GameState::GAME_MENU; break; case GameState::GAME_MENU: _gameState = GameState::GAME_PLAY; break; case GameState::GAME_PLAY: _gameState = GameState::GAME_MENU; break; } } Common::Error HDBGame::run() { // Initialize System if (!_systemInit) { init(); } // Initializes Graphics Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0); initGraphics(640, 480, &format); _console = new Console(); MPCEntry *titleScreen = fileMan->findFirstData("monkeylogoscreen", DataType::TYPE_PIC); debug("Hi"); //Common::MemoryReadStream *stream = new Common::MemoryReadStream((byte *)titleScreen, titleScreen->ulength); //if (titleScreen == NULL) { //debug("titleScreen: NULL"); //} //else { //debug("Works."); //} while (!shouldQuit()) { Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { switch (event.type) { case Common::EVENT_QUIT: case Common::EVENT_RTL: break; case Common::EVENT_KEYDOWN: debug("Key was pressed."); break; default: break; } } Graphics::Surface screen; screen.create(640, 480, g_system->getScreenFormat()); screen.drawLine(100, 100, 200, 200, 0xffffffff); g_system->copyRectToScreen(screen.getBasePtr(0, 0), screen.pitch, 0, 0, 640, 480); g_system->updateScreen(); g_system->delayMillis(10); } return Common::kNoError; } } // End of namespace HDB