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path: root/engines/wintermute/wintermute.cpp
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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/BGame.h"
#include "engines/wintermute/wintermute.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:
		initGraphics(320, 200, false);
		
		// 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");
		
		return Common::kNoError;
		
		CBGame game;
	}
	
} // End of namespace WinterMute