/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/wintermute.h" #include "common/system.h" namespace Common { DECLARE_SINGLETON(WinterMute::BaseEngine); } namespace WinterMute { BaseEngine::BaseEngine() { _fileManager = NULL; _gameRef = NULL; _gameId = ""; } void BaseEngine::init() { _fileManager = new BaseFileManager(); } BaseEngine::~BaseEngine() { delete _fileManager; } void BaseEngine::createInstance(const Common::String &gameid) { instance()._gameId = gameid; instance().init(); } void BaseEngine::LOG(bool res, const char *fmt, ...) { uint32 secs = g_system->getMillis() / 1000; uint32 hours = secs / 3600; secs = secs % 3600; uint32 mins = secs / 60; secs = secs % 60; char buff[512]; va_list va; va_start(va, fmt); vsprintf(buff, fmt, va); va_end(va); if (instance()._gameRef) { instance()._gameRef->LOG("%s", buff); } else { debugCN(kWinterMuteDebugLog, "%02d:%02d:%02d: %s\n", hours, mins, secs, buff); } } } // end of namespace WinterMute