Removed the no longer needed --debug switch

actorid
scrawl 12 years ago
parent 4fd7891d2c
commit b16bc69479

@ -133,7 +133,6 @@ bool OMW::Engine::frameRenderingQueued (const Ogre::FrameEvent& evt)
OMW::Engine::Engine(Files::ConfigurationManager& configurationManager)
: mOgre (0)
, mFpsLevel(0)
, mDebug (false)
, mVerboseScripts (false)
, mNewGame (false)
, mUseSound (true)
@ -283,11 +282,6 @@ void OMW::Engine::addPlugin (const std::string& plugin)
}
}
void OMW::Engine::setDebugMode(bool debugMode)
{
mDebug = debugMode;
}
void OMW::Engine::setScriptsVerbosity(bool scriptsVerbosity)
{
mVerboseScripts = scriptsVerbosity;
@ -331,7 +325,6 @@ std::string OMW::Engine::loadSettings (Settings::Manager & settings)
nifOverrides.loadTransparencyOverrides(mCfgMgr.getGlobalPath().string() + "/transparency-overrides.cfg");
settings.setBool("hardware cursors", "GUI", true);
settings.setBool("debug", "Engine", mDebug);
return settingspath;
}

@ -71,7 +71,6 @@ namespace OMW
std::vector<std::string> mMaster;
std::vector<std::string> mPlugins;
int mFpsLevel;
bool mDebug;
bool mVerboseScripts;
bool mNewGame;
bool mUseSound;
@ -147,10 +146,6 @@ namespace OMW
/// Enable fps counter
void showFPS(int level);
/// Enable debug mode:
/// - non-exclusive input
void setDebugMode(bool debugMode);
/// Enable or disable verbose script output
void setScriptsVerbosity(bool scriptsVerbosity);

@ -118,9 +118,6 @@ bool parseOptions (int argc, char** argv, OMW::Engine& engine, Files::Configurat
("anim-verbose", bpo::value<bool>()->implicit_value(true)
->default_value(false), "output animation indices files")
("debug", bpo::value<bool>()->implicit_value(true)
->default_value(false), "debug mode")
("nosound", bpo::value<bool>()->implicit_value(true)
->default_value(false), "disable all sounds")
@ -243,7 +240,6 @@ bool parseOptions (int argc, char** argv, OMW::Engine& engine, Files::Configurat
engine.setNewGame(variables["new-game"].as<bool>());
// other settings
engine.setDebugMode(variables["debug"].as<bool>());
engine.setSoundUsage(!variables["nosound"].as<bool>());
engine.setScriptsVerbosity(variables["script-verbose"].as<bool>());
engine.setCompileAll(variables["script-all"].as<bool>());

@ -221,7 +221,7 @@ namespace MWGui
unsetSelectedWeapon();
//set up the hardware cursor manager
mCursorManager = new SFO::SDLCursorManager(Settings::Manager::getBool("debug", "Engine"));
mCursorManager = new SFO::SDLCursorManager();
MyGUI::PointerManager::getInstance().eventChangeMousePointer += MyGUI::newDelegate(this, &WindowManager::onCursorChange);

@ -99,7 +99,6 @@ namespace MWInput
, mMouseWheel(0)
, mDragDrop(false)
, mGuiCursorEnabled(false)
, mDebug(Settings::Manager::getBool("debug", "Engine"))
, mUserFile(userFile)
, mUserFileExists(userFileExists)
, mInvertY (Settings::Manager::getBool("invert y axis", "Input"))
@ -272,26 +271,23 @@ namespace MWInput
// event callbacks (which may crash)
mWindows.update();
if(!mDebug)
{
bool main_menu = mWindows.containsMode(MWGui::GM_MainMenu);
bool main_menu = mWindows.containsMode(MWGui::GM_MainMenu);
bool was_relative = mInputManager->getMouseRelative();
bool is_relative = !mWindows.isGuiMode();
bool was_relative = mInputManager->getMouseRelative();
bool is_relative = !mWindows.isGuiMode();
// don't keep the pointer away from the window edge in gui mode
// stop using raw mouse motions and switch to system cursor movements
mInputManager->setMouseRelative(is_relative);
// don't keep the pointer away from the window edge in gui mode
// stop using raw mouse motions and switch to system cursor movements
mInputManager->setMouseRelative(is_relative);
//we let the mouse escape in the main menu
mInputManager->setGrabPointer(!main_menu);
//we let the mouse escape in the main menu
mInputManager->setGrabPointer(!main_menu);
//we switched to non-relative mode, move our cursor to where the in-game
//cursor is
if( !is_relative && was_relative != is_relative )
{
mInputManager->warpMouse(mMouseX, mMouseY);
}
//we switched to non-relative mode, move our cursor to where the in-game
//cursor is
if( !is_relative && was_relative != is_relative )
{
mInputManager->warpMouse(mMouseX, mMouseY);
}
// Disable movement in Gui mode
@ -597,19 +593,12 @@ namespace MWInput
bool InputManager::windowFocusChange(bool have_focus)
{
if(!mDebug)
{
}
return true;
}
bool InputManager::windowVisibilityChange(bool visible)
{
if(!mDebug)
{
//TODO: Pause game?
}
return true;
}

@ -147,7 +147,6 @@ namespace MWInput
bool mMouseLookEnabled;
bool mGuiCursorEnabled;
bool mDebug;
float mOverencumberedMessageDelay;

@ -8,8 +8,7 @@
namespace SFO
{
SDLCursorManager::SDLCursorManager(bool debug) :
mDebug(debug),
SDLCursorManager::SDLCursorManager() :
mEnabled(false),
mCursorVisible(false),
mInitialized(false)
@ -45,8 +44,7 @@ namespace SFO
//turn off hardware cursors
else
{
if(!mDebug)
SDL_ShowCursor(SDL_FALSE);
SDL_ShowCursor(SDL_FALSE);
}
}
@ -72,7 +70,7 @@ namespace SFO
void SDLCursorManager::_setGUICursor(const std::string &name)
{
if(mEnabled && (mDebug || mCursorVisible))
if(mEnabled && mCursorVisible)
{
SDL_SetCursor(mCursorMap.find(name)->second);
_setCursorVisible(mCursorVisible);
@ -84,9 +82,6 @@ namespace SFO
if(!mEnabled)
return;
if(mDebug)
visible = true;
SDL_ShowCursor(visible ? SDL_TRUE : SDL_FALSE);
}

@ -12,7 +12,7 @@ namespace SFO
public CursorManager
{
public:
SDLCursorManager(bool debug=false);
SDLCursorManager();
virtual ~SDLCursorManager();
virtual void setEnabled(bool enabled);
@ -36,8 +36,6 @@ namespace SFO
bool mEnabled;
bool mInitialized;
bool mCursorVisible;
bool mDebug;
};
}

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