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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/Ad/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