logging improvements
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51061d832a
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6e8b509279
3 changed files with 6 additions and 4 deletions
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@ -2,6 +2,8 @@ Version 1.3.11+svn:
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* language and i18n:
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* updated translations: Czech, Danish, Finnish, French, Italian, Polish,
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Swedish
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* map editor and terrains:
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* added village count to editor
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* multiplayer:
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* revised maps: Caves of the Basilisk, Cynsaun Battlefield, Den of Onis,
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Fallenstar Lake, Hamlets, Hornshark Island, Sablestone Delta, Silverhead
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@ -58,8 +60,6 @@ Version 1.3.11+svn:
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* fix bug #8991: Load a second savegame crash when using --test option
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* added a new drawing framework only used for linger overlays at the
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moment, other stuff can be converted later
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* map editor and terrains:
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* added village count to editor
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Version 1.3.11:
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* campaigns
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@ -47,6 +47,7 @@
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#define ERR_DP LOG_STREAM(err, display)
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#define LOG_DP LOG_STREAM(info, display)
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#define DBG_DP LOG_STREAM(debug, display)
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#define ERR_G LOG_STREAM(err, general)
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namespace gui {
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@ -530,7 +531,7 @@ dialog::dimension_measurements dialog::layout(int xloc, int yloc)
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dim.interior.x = maximum<int>(0,dim.x >= 0 ? dim.x : scr->w/2 - (dim.interior.w + left_preview_pane_width + right_preview_pane_width)/2);
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dim.interior.y = maximum<int>(0,dim.y >= 0 ? dim.y : scr->h/2 - (dim.interior.h + above_preview_pane_height)/2);
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LOG_DP << "above_preview_pane_height: " << above_preview_pane_height << "; "
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DBG_DP << "above_preview_pane_height: " << above_preview_pane_height << "; "
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<< "dim.interior.y: " << scr->h/2 << " - " << (dim.interior.h + above_preview_pane_height)/2 << " = "
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<< dim.interior.y << "; " << "dim.interior.h: " << dim.interior.h << "\n";
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@ -51,6 +51,7 @@
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#define LOG_NG LOG_STREAM(info, engine)
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#define WRN_NG LOG_STREAM(warn, engine)
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#define ERR_NG LOG_STREAM(err, engine)
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#define DBG_DP LOG_STREAM(debug, display)
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#define LOG_DP LOG_STREAM(info, display)
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#define ERR_CF LOG_STREAM(err, config)
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@ -1714,7 +1715,7 @@ bool event_handler::handle_event_command(const queued_event& event_info,
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int option_chosen = -1;
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LOG_DP << "showing dialog...\n";
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DBG_DP << "showing dialog...\n";
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// If we're not replaying, or if we are replaying
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// and there is no choice to be made, show the dialog.
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