Removed 'sunset' command. Deals with bug #25460
Not really useful, this was. Better debug aids, we need.
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5 changed files with 1 additions and 61 deletions
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@ -72,7 +72,6 @@ namespace {
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const unsigned int MinZoom = zoom_levels.front();
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const unsigned int MaxZoom = zoom_levels.back();
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size_t sunset_delay = 0;
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bool benchmark = false;
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@ -1312,12 +1311,6 @@ void display::drawing_buffer_clear()
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drawing_buffer_.clear();
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}
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void display::sunset(const size_t delay)
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{
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// This allow both parametric and toggle use
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sunset_delay = (sunset_delay == 0 && delay == 0) ? 3 : delay;
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}
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void display::toggle_benchmark()
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{
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benchmark = !benchmark;
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@ -1336,15 +1329,6 @@ void display::flip()
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surface& frameBuffer = video().getSurface();
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// This is just the debug function "sunset" to progressively darken the map area
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static size_t sunset_timer = 0;
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if (sunset_delay && ++sunset_timer > sunset_delay) {
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sunset_timer = 0;
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SDL_Rect r = map_outside_area(); // Use frameBuffer to also test the UI
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const Uint32 color = SDL_MapRGBA(video().getSurface()->format,0,0,0,SDL_ALPHA_OPAQUE);
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// Adjust the alpha if you want to balance cpu-cost / smooth sunset
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sdl::fill_rect_alpha(r, color, 1, frameBuffer);
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}
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font::draw_floating_labels(frameBuffer);
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events::raise_volatile_draw_event();
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@ -437,15 +437,6 @@ public:
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void clear_mouseover_hex_overlay()
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{ mouseover_hex_overlay_ = nullptr; }
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/**
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* Debug function to toggle the "sunset" mode.
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* The map area become progressively darker,
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* except where hexes are refreshed.
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* delay is the number of frames between each darkening
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* (0 to toggle).
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*/
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static void sunset(const size_t delay = 0);
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/** Toggle to continuously redraw the screen. */
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static void toggle_benchmark();
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@ -103,8 +103,6 @@ public:
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} // namespace implementation
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REGISTER_WIDGET(window)
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unsigned window::sunset_ = 0;
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namespace
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{
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#ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
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@ -746,18 +744,6 @@ void window::draw()
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}
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if (dirty_list_.empty()) {
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if (sunset_) {
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/** @todo should probably be moved to event::sdl_event_handler::draw. */
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static unsigned i = 0;
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if (++i % sunset_ == 0) {
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SDL_Rect r = sdl::create_rect(
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0, 0, frame_buffer->w, frame_buffer->h);
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const Uint32 color
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= SDL_MapRGBA(frame_buffer->format, 0, 0, 0, SDL_ALPHA_OPAQUE);
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sdl::fill_rect_alpha(r, color, 1, frame_buffer);
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}
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}
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return;
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}
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@ -440,11 +440,6 @@ public:
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click_dismiss_ = click_dismiss;
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}
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static void set_sunset(const unsigned interval)
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{
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sunset_ = interval ? interval : 5;
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}
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bool get_need_layout() const
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{
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return need_layout_;
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@ -612,15 +607,6 @@ private:
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/** Disable the escape key see our setter for more info. */
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bool escape_disabled_;
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/**
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* Controls the sunset feature.
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*
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* If this value is not 0 it will darken the entire screen every
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* sunset_th drawing request that nothing has been modified. It's a debug
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* feature.
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*/
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static unsigned sunset_;
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/**
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* Helper struct to force widgets the have the same size.
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*
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@ -1008,7 +1008,6 @@ class console_handler : public map_command_handler<console_handler>, private cha
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void do_control();
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void do_controller();
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void do_clear();
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void do_sunset();
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void do_foreground();
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void do_layers();
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void do_fps();
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@ -1094,8 +1093,6 @@ class console_handler : public map_command_handler<console_handler>, private cha
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_("Query the controller status of a side."), _("<side>"));
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register_command("clear", &console_handler::do_clear,
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_("Clear chat history."));
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register_command("sunset", &console_handler::do_sunset,
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_("Visualize the screen refresh procedure."), "", "D");
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register_command("foreground", &console_handler::do_foreground,
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_("Debug foreground terrain."), "", "D");
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register_command("layers", &console_handler::do_layers,
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@ -1489,11 +1486,7 @@ void console_handler::do_controller()
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void console_handler::do_clear() {
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menu_handler_.gui_->get_chat_manager().clear_chat_messages();
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}
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void console_handler::do_sunset() {
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int delay = lexical_cast_default<int>(get_data());
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menu_handler_.gui_->sunset(delay);
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gui2::window::set_sunset(delay);
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}
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void console_handler::do_foreground() {
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menu_handler_.gui_->toggle_debug_foreground();
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}
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