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/* 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);
if (g_system->getScreenFormat() != format) {
error("Wintermute currently REQUIRES 32bpp");
}
// 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
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