SHERLOCK: Fix debug channel initialization

This commit is contained in:
Eugene Sandulenko 2016-07-28 11:44:04 +03:00
parent 1fc03406e3
commit aa2eec09be

View file

@ -30,6 +30,11 @@ namespace Sherlock {
SherlockEngine::SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _randomSource("Sherlock") {
DebugMan.addDebugChannel(kDebugLevelScript, "scripts", "Script debug level");
DebugMan.addDebugChannel(kDebugLevelAdLibDriver, "AdLib", "AdLib driver debugging");
DebugMan.addDebugChannel(kDebugLevelMT32Driver, "MT32", "MT32 driver debugging");
DebugMan.addDebugChannel(kDebugLevelMusic, "Music", "Music debugging");
_animation = nullptr;
_debugger = nullptr;
_events = nullptr;
@ -74,11 +79,6 @@ SherlockEngine::~SherlockEngine() {
}
void SherlockEngine::initialize() {
DebugMan.addDebugChannel(kDebugLevelScript, "scripts", "Script debug level");
DebugMan.addDebugChannel(kDebugLevelAdLibDriver, "AdLib", "AdLib driver debugging");
DebugMan.addDebugChannel(kDebugLevelMT32Driver, "MT32", "MT32 driver debugging");
DebugMan.addDebugChannel(kDebugLevelMusic, "Music", "Music debugging");
Fonts::setVm(this);
ImageFile::setVm(this);
ImageFile3DO::setVm(this);