/* 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 "common/EventRecorder.h" #include "common/file.h" #include "common/fs.h" #include "engines/util.h" #include "engines/wintermute/ADGame.h" #include "engines/wintermute/wintermute.h" #include "engines/wintermute/PlatformSDL.h" namespace WinterMute { WinterMuteEngine::WinterMuteEngine(OSystem *syst) : Engine(syst) { // 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 init(). // Do not initialize graphics 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(kWinterMuteDebugExample, "example", "this is just an example for a engine specific debug channel"); DebugMan.addDebugChannel(kWinterMuteDebugExample2, "example2", "also an example"); // Don't forget to register your random source _rnd = new Common::RandomSource("WinterMute"); debug("WinterMuteEngine::WinterMuteEngine"); } WinterMuteEngine::~WinterMuteEngine() { debug("WinterMuteEngine::~WinterMuteEngine"); // Dispose your resources here delete _rnd; // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); } Common::Error WinterMuteEngine::run() { // Initialize graphics using following: Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0); initGraphics(800, 600, false, &format); // You could use backend transactions directly as an alternative, // but it isn't recommended, until you want to handle the error values // from OSystem::endGFXTransaction yourself. // This is just an example template: //_system->beginGFXTransaction(); // // This setup the graphics mode according to users seetings // initCommonGFX(false); // // // Specify dimensions of game graphics window. // // In this example: 320x200 // _system->initSize(320, 200); //FIXME: You really want to handle //OSystem::kTransactionSizeChangeFailed here //_system->endGFXTransaction(); // Create debugger console. It requires GFX to be initialized _console = new Console(this); // Additional setup. debug("WinterMuteEngine::init"); // Your main even loop should be (invoked from) here. debug("WinterMuteEngine::go: Hello, World!"); // This test will show up if -d1 and --debugflags=example are specified on the commandline debugC(1, kWinterMuteDebugExample, "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, kWinterMuteDebugExample | kWinterMuteDebugExample2, "Example debug call two"); CAdGame *game = new CAdGame; int ret = 1; ret = CBPlatform::Initialize(game, NULL, 0); if (ret == 0) { ret = CBPlatform::MessageLoop(); } return Common::kNoError; } } // End of namespace WinterMute