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105
engines/hpl1/engine/game/low_level_game_setup.cpp
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105
engines/hpl1/engine/game/low_level_game_setup.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "hpl1/engine/game/low_level_game_setup.h"
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#include "hpl1/engine/impl/LowLevelGraphicsSDL.h"
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#include "hpl1/engine/impl/LowLevelPhysicsNewton.h"
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#include "hpl1/engine/impl/LowLevelSoundOpenAL.h"
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#include "hpl1/engine/impl/low_level_graphics_tgl.h"
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#include "hpl1/engine/input/LowLevelInput.h"
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#include "hpl1/engine/resources/low_level_resources.h"
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#include "hpl1/engine/system/low_level_system.h"
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#include "hpl1/graphics.h"
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namespace hpl {
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static iLowLevelGraphics *createLowLevelGfx() {
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#ifdef HPL1_USE_OPENGL
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if (Hpl1::useOpenGL())
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return hplNew(cLowLevelGraphicsSDL, ());
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#endif
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#ifdef USE_TINYGL
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return hplNew(LowLevelGraphicsTGL, ());
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#else
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error("Can't find a valid renderer: TinyGL is not supported");
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#endif
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}
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LowLevelGameSetup::LowLevelGameSetup() {
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_lowLevelSystem = hplNew(LowLevelSystem, ());
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_lowLevelGraphics = createLowLevelGfx();
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_lowLevelInput = hplNew(LowLevelInput, (_lowLevelGraphics));
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_lowLevelResources = hplNew(LowLevelResources, (_lowLevelGraphics));
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_lowLevelSound = hplNew(cLowLevelSoundOpenAL, ());
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_lowLevelPhysics = hplNew(cLowLevelPhysicsNewton, ());
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}
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LowLevelGameSetup::~LowLevelGameSetup() {
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Log("Deleting lowlevel stuff.\n");
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Log("Physics\n");
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hplDelete(_lowLevelPhysics);
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Log("Sound\n");
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hplDelete(_lowLevelSound);
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Log("Input\n");
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hplDelete(_lowLevelInput);
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Log("Resources\n");
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hplDelete(_lowLevelResources);
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Log("System\n");
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hplDelete(_lowLevelSystem);
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Log("Graphics\n");
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hplDelete(_lowLevelGraphics);
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}
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cScene *LowLevelGameSetup::createScene(cGraphics *graphics, cResources *resources, cSound *sound,
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cPhysics *physics, cSystem *system, cAI *ai) {
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return hplNew(cScene, (graphics, resources, sound, physics, system, ai));
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}
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cResources *LowLevelGameSetup::createResources(cGraphics *graphics) {
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return hplNew(cResources, (_lowLevelResources, _lowLevelGraphics));
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}
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cInput *LowLevelGameSetup::createInput(cGraphics *graphics) {
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return hplNew(cInput, (_lowLevelInput));
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}
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cSystem *LowLevelGameSetup::createSystem() {
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return hplNew(cSystem, (_lowLevelSystem));
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}
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cGraphics *LowLevelGameSetup::createGraphics() {
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return hplNew(cGraphics, (_lowLevelGraphics, _lowLevelResources));
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}
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cSound *LowLevelGameSetup::createSound() {
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return hplNew(cSound, (_lowLevelSound));
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}
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cPhysics *LowLevelGameSetup::createPhysics() {
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return hplNew(cPhysics, (_lowLevelPhysics));
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}
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cAI *LowLevelGameSetup::createAi() {
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return hplNew(cAI, ());
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}
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} // namespace hpl
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