BASE: Set debug flags before instantiating an engine
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d9ed62041d
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44b12eb0c7
1 changed files with 11 additions and 11 deletions
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@ -196,6 +196,17 @@ static Common::Error runGame(const Plugin *plugin, const Plugin *enginePlugin, O
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// before we instantiate the engine, we register debug channels for it
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DebugMan.addAllDebugChannels(metaEngineDetection.getDebugChannels());
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// On creation the engine should have set up all debug levels so we can use
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// the command line arguments here
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Common::StringTokenizer tokenizer(debugLevels, " ,");
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while (!tokenizer.empty()) {
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Common::String token = tokenizer.nextToken();
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if (token.equalsIgnoreCase("all"))
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DebugMan.enableAllDebugChannels();
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else if (!DebugMan.enableDebugChannel(token))
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warning("Engine does not support debug level '%s'", token.c_str());
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}
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// Create the game's MetaEngine.
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MetaEngine &metaEngine = enginePlugin->get<MetaEngine>();
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err = metaEngine.createInstance(&system, &engine);
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@ -267,17 +278,6 @@ static Common::Error runGame(const Plugin *plugin, const Plugin *enginePlugin, O
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}
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}
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// On creation the engine should have set up all debug levels so we can use
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// the command line arguments here
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Common::StringTokenizer tokenizer(debugLevels, " ,");
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while (!tokenizer.empty()) {
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Common::String token = tokenizer.nextToken();
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if (token.equalsIgnoreCase("all"))
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DebugMan.enableAllDebugChannels();
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else if (!DebugMan.enableDebugChannel(token))
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warning("Engine does not support debug level '%s'", token.c_str());
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}
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#ifdef USE_TRANSLATION
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Common::String previousLanguage = TransMan.getCurrentLanguage();
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if (ConfMan.hasKey("gui_use_game_language")
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