/* 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 3 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, see . * */ #include "hpl1/engine/game/low_level_game_setup.h" #include "hpl1/engine/impl/LowLevelGraphicsSDL.h" #include "hpl1/engine/impl/LowLevelPhysicsNewton.h" #include "hpl1/engine/impl/LowLevelSoundOpenAL.h" #include "hpl1/engine/impl/low_level_graphics_tgl.h" #include "hpl1/engine/input/LowLevelInput.h" #include "hpl1/engine/resources/low_level_resources.h" #include "hpl1/engine/system/low_level_system.h" #include "hpl1/graphics.h" namespace hpl { static iLowLevelGraphics *createLowLevelGfx() { #ifdef HPL1_USE_OPENGL if (Hpl1::useOpenGL()) return hplNew(cLowLevelGraphicsSDL, ()); #endif #ifdef USE_TINYGL return hplNew(LowLevelGraphicsTGL, ()); #else error("Can't find a valid renderer: TinyGL is not supported"); #endif } LowLevelGameSetup::LowLevelGameSetup() { _lowLevelSystem = hplNew(LowLevelSystem, ()); _lowLevelGraphics = createLowLevelGfx(); _lowLevelInput = hplNew(LowLevelInput, (_lowLevelGraphics)); _lowLevelResources = hplNew(LowLevelResources, (_lowLevelGraphics)); _lowLevelSound = hplNew(cLowLevelSoundOpenAL, ()); _lowLevelPhysics = hplNew(cLowLevelPhysicsNewton, ()); } LowLevelGameSetup::~LowLevelGameSetup() { Log("Deleting lowlevel stuff.\n"); Log("Physics\n"); hplDelete(_lowLevelPhysics); Log("Sound\n"); hplDelete(_lowLevelSound); Log("Input\n"); hplDelete(_lowLevelInput); Log("Resources\n"); hplDelete(_lowLevelResources); Log("System\n"); hplDelete(_lowLevelSystem); Log("Graphics\n"); hplDelete(_lowLevelGraphics); } cScene *LowLevelGameSetup::createScene(cGraphics *graphics, cResources *resources, cSound *sound, cPhysics *physics, cSystem *system, cAI *ai) { return hplNew(cScene, (graphics, resources, sound, physics, system, ai)); } cResources *LowLevelGameSetup::createResources(cGraphics *graphics) { return hplNew(cResources, (_lowLevelResources, _lowLevelGraphics)); } cInput *LowLevelGameSetup::createInput(cGraphics *graphics) { return hplNew(cInput, (_lowLevelInput)); } cSystem *LowLevelGameSetup::createSystem() { return hplNew(cSystem, (_lowLevelSystem)); } cGraphics *LowLevelGameSetup::createGraphics() { return hplNew(cGraphics, (_lowLevelGraphics, _lowLevelResources)); } cSound *LowLevelGameSetup::createSound() { return hplNew(cSound, (_lowLevelSound)); } cPhysics *LowLevelGameSetup::createPhysics() { return hplNew(cPhysics, (_lowLevelPhysics)); } cAI *LowLevelGameSetup::createAi() { return hplNew(cAI, ()); } } // namespace hpl