[Scummvm-git-logs] scummvm master -> fefc0435dc57c95c67538bb082b0bc043ef18802

aquadran noreply at scummvm.org
Sun Nov 17 13:33:16 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
fefc0435dc WIJNTERMUTE: Fixed compilation for pluginEvent


Commit: fefc0435dc57c95c67538bb082b0bc043ef18802
    https://github.com/scummvm/scummvm/commit/fefc0435dc57c95c67538bb082b0bc043ef18802
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-11-17T14:33:12+01:00

Commit Message:
WIJNTERMUTE: Fixed compilation for pluginEvent

Changed paths:
    engines/wintermute/ad/ad_game.cpp
    engines/wintermute/base/base_game.h
    engines/wintermute/base/saveload.cpp


diff --git a/engines/wintermute/ad/ad_game.cpp b/engines/wintermute/ad/ad_game.cpp
index 84756a2d032..d5eebe4b2d6 100644
--- a/engines/wintermute/ad/ad_game.cpp
+++ b/engines/wintermute/ad/ad_game.cpp
@@ -271,7 +271,7 @@ bool AdGame::changeScene(const char *filename, bool fadeIn) {
 		_scene = new AdScene(_gameRef);
 		registerObject(_scene);
 	} else {
-		_gameRef->_pluginEvents.applyEvent(WME_EVENT_SCENE_SHUTDOWN, _scene);
+		_gameRef->pluginEvents().applyEvent(WME_EVENT_SCENE_SHUTDOWN, _scene);
 		_scene->applyEvent("SceneShutdown", true);
 
 		setPrevSceneName(_scene->getName());
@@ -311,7 +311,7 @@ bool AdGame::changeScene(const char *filename, bool fadeIn) {
 			}
 
 			_scene->loadState();
-			_gameRef->_pluginEvents.applyEvent(WME_EVENT_SCENE_INIT, _scene);
+			_gameRef->pluginEvents().applyEvent(WME_EVENT_SCENE_INIT, _scene);
 		}
 		if (fadeIn) {
 			_gameRef->_transMgr->start(TRANSITION_FADE_IN);
@@ -2096,16 +2096,16 @@ bool AdGame::displayContent(bool doUpdate, bool displayAll) {
 
 		// process plugin events
 		if (doUpdate)
-			_gameRef->_pluginEvents.applyEvent(WME_EVENT_UPDATE, nullptr);
+			_gameRef->pluginEvents().applyEvent(WME_EVENT_UPDATE, nullptr);
 
 		Point32 p;
 		getMousePos(&p);
 
 		_scene->update();
 
-		_gameRef->_pluginEvents.applyEvent(WME_EVENT_SCENE_DRAW_BEGIN, _scene);
+		_gameRef->pluginEvents().applyEvent(WME_EVENT_SCENE_DRAW_BEGIN, _scene);
 		_scene->display();
-		_gameRef->_pluginEvents.applyEvent(WME_EVENT_SCENE_DRAW_END, _scene);
+		_gameRef->pluginEvents().applyEvent(WME_EVENT_SCENE_DRAW_END, _scene);
 
 		// display in-game windows
 		displayWindows(true);
diff --git a/engines/wintermute/base/base_game.h b/engines/wintermute/base/base_game.h
index c4e3fda0472..b4dcc124e2a 100644
--- a/engines/wintermute/base/base_game.h
+++ b/engines/wintermute/base/base_game.h
@@ -406,6 +406,7 @@ protected:
 
 public:
 	void autoSaveOnExit();
+	PluginEvent &pluginEvents() { return _pluginEvents; }
 
 #ifdef ENABLE_HEROCRAFT
 private:
diff --git a/engines/wintermute/base/saveload.cpp b/engines/wintermute/base/saveload.cpp
index 15fcbef95e1..e0504deb5cc 100644
--- a/engines/wintermute/base/saveload.cpp
+++ b/engines/wintermute/base/saveload.cpp
@@ -55,7 +55,7 @@ bool SaveLoad::loadGame(const Common::String &filename, BaseGame *gameRef) {
 	gameRef->_renderer->initSaveLoad(false);
 
 	gameRef->_loadInProgress = true;
-	gameRef->_pluginEvents.clearEvents();
+	gameRef->pluginEvents().clearEvents();
 	BasePersistenceManager *pm = new BasePersistenceManager();
 	if (DID_SUCCEED(ret = pm->initLoad(filename))) {
 		//if (DID_SUCCEED(ret = cleanup())) {
@@ -67,7 +67,7 @@ bool SaveLoad::loadGame(const Common::String &filename, BaseGame *gameRef) {
 				// data initialization after load
 				SaveLoad::initAfterLoad();
 
-				gameRef->_pluginEvents.applyEvent(WME_EVENT_GAME_AFTER_LOAD, nullptr);
+				gameRef->pluginEvents().applyEvent(WME_EVENT_GAME_AFTER_LOAD, nullptr);
 				gameRef->applyEvent("AfterLoad", true);
 
 				gameRef->displayContent(true, false);
@@ -94,7 +94,7 @@ bool SaveLoad::saveGame(int slot, const char *desc, bool quickSave, BaseGame *ga
 
 	gameRef->LOG(0, "Saving game '%s'...", filename.c_str());
 
-	gameRef->_pluginEvents.applyEvent(WME_EVENT_GAME_BEFORE_SAVE, nullptr);
+	gameRef->pluginEvents().applyEvent(WME_EVENT_GAME_BEFORE_SAVE, nullptr);
 	gameRef->applyEvent("BeforeSave", true);
 
 	bool ret;




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