QUUX: Update to the latest changes with debug flags
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2 changed files with 13 additions and 4 deletions
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@ -22,6 +22,15 @@
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#include "base/plugins.h"
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#include "engines/advancedDetector.h"
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#include "quux/quux.h"
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// Here is the right place to set up the engine specific debug channels.
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// The list must be terminated by the DEBUG_CHANNEL_END macro
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static const DebugChannelDef debugFlagList[] = {
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{ Quux::kQuuxDebugExample, "example", "this is just an example for a engine specific debug channel" },
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{ Quux::kQuuxDebugExample2, "example2", "also an example" },
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DEBUG_CHANNEL_END
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};
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namespace Quux {
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static const PlainGameDescriptor quuxGames[] = {
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@ -61,6 +70,10 @@ public:
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const char *getOriginalCopyright() const override {
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return "Copyright (C) Quux Entertainment Ltd.";
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}
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const DebugChannelDef *getDebugChannels() const override {
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return debugFlagList;
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}
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};
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REGISTER_PLUGIN_STATIC(QUUX_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, QuuxMetaEngineDetection);
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@ -50,10 +50,6 @@ QuuxEngine::QuuxEngine(OSystem *syst)
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
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// Here is the right place to set up the engine specific debug channels
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DebugMan.addDebugChannel(kQuuxDebugExample, "example", "this is just an example for a engine specific debug channel");
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DebugMan.addDebugChannel(kQuuxDebugExample2, "example2", "also an example");
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// Don't forget to register your random source
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_rnd = new Common::RandomSource("quux");
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