Add temporary malloc/free to CGameAllocator

Add missing CTimeProvider to CMakeLists.txt
This commit is contained in:
Phillip Stephens 2015-10-27 21:45:02 -07:00
parent 7dedea85ff
commit 3209748a66
4 changed files with 15 additions and 7 deletions

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@ -3,6 +3,8 @@
namespace Retro namespace Retro
{ {
LogVisor::LogModule AllocLog("CGameAllocator");
CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlock(u32) CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlock(u32)
{ {
return nullptr; return nullptr;
@ -51,19 +53,21 @@ bool CGameAllocator::Initialize()
void CGameAllocator::Shutdown() void CGameAllocator::Shutdown()
{ {
} }
void* CGameAllocator::Alloc(size_t, EHint, EScope, EType, const CCallStack&) void* CGameAllocator::Alloc(size_t sz, EHint, EScope, EType, const CCallStack&)
{ {
return nullptr; AllocLog.report(LogVisor::Warning, _S("Remind Phil to reimplement Alloc!!!!"));
return malloc(sz);
} }
void CGameAllocator::Free(void*) void CGameAllocator::Free(void* ptr)
{ {
free(ptr);
} }
void CGameAllocator::ReleaseAll() void CGameAllocator::ReleaseAll()
{ {
} }
void* CGameAllocator::AllocSecondary(size_t, EHint, EScope, EType, const CCallStack&) void* CGameAllocator::AllocSecondary(size_t sz, EHint, EScope, EType, const CCallStack&)
{ {
return nullptr; return malloc(sz);
} }
void CGameAllocator::FreeSecondary(void*) void CGameAllocator::FreeSecondary(void*)
{ {

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@ -48,6 +48,7 @@ add_library(RuntimeCommon
CArchitectureQueue.hpp CArchitectureQueue.cpp CArchitectureQueue.hpp CArchitectureQueue.cpp
IObj.hpp IObj.hpp
IVParamObj.hpp IVParamObj.hpp
CTimeProvider.hpp CTimeProvider.cpp
CToken.hpp CToken.hpp
CAreaOctTree.hpp CAreaOctTree.cpp CAreaOctTree.hpp CAreaOctTree.cpp
CActor.hpp CActor.cpp CActor.hpp CActor.cpp

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@ -26,6 +26,7 @@ static const SObjectTag& IDFromFactory(CResFactory& factory, const char* name)
void CTweaks::RegisterTweaks() void CTweaks::RegisterTweaks()
{ {
#if 0
CResFactory& factory = *g_ResFactory; CResFactory& factory = *g_ResFactory;
CResLoader& loader = factory.GetLoader(); CResLoader& loader = factory.GetLoader();
std::unique_ptr<CInputStream> strm; std::unique_ptr<CInputStream> strm;
@ -37,6 +38,7 @@ void CTweaks::RegisterTweaks()
strm.reset(loader.LoadNewResourceSync(IDFromFactory(factory, "PlayerControls"), nullptr)); strm.reset(loader.LoadNewResourceSync(IDFromFactory(factory, "PlayerControls"), nullptr));
TOneStatic<DNAMP1::CTweakPlayerControl> playerControl(*strm); TOneStatic<DNAMP1::CTweakPlayerControl> playerControl(*strm);
g_tweakPlayerControl = playerControl.GetAllocSpace(); g_tweakPlayerControl = playerControl.GetAllocSpace();
#endif
} }
void CTweaks::RegisterResourceTweaks() void CTweaks::RegisterResourceTweaks()

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@ -109,8 +109,8 @@ class CGameArchitectureSupport
public: public:
CGameArchitectureSupport() CGameArchitectureSupport()
: m_audioSys(0,0,0,0,0), : m_audioSys(0,0,0,0,0),
m_inputGenerator(g_tweakPlayer->GetLeftLogicalThreshold(), m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/,
g_tweakPlayer->GetRightLogicalThreshold()) 0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/)
{ {
} }
bool Update() bool Update()
@ -179,6 +179,7 @@ int main(int argc, const char* argv[])
std::setlocale(LC_ALL, "en-US.UTF-8"); std::setlocale(LC_ALL, "en-US.UTF-8");
#endif #endif
LogVisor::RegisterConsoleLogger();
Retro::TOneStatic<Retro::MP1::CMain> main; Retro::TOneStatic<Retro::MP1::CMain> main;
std::unique_ptr<boo::IApplication> app = std::unique_ptr<boo::IApplication> app =
boo::ApplicationBootstrap(boo::IApplication::PLAT_AUTO, *main, boo::ApplicationBootstrap(boo::IApplication::PLAT_AUTO, *main,