- add selection type to debug view ingame
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@ -4213,6 +4213,19 @@ string Game::getDebugStats(std::map<int,string> &factionDebugInfo) {
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str+= "ExploredCellsLookupItemCache: " + world.getExploredCellsLookupItemCacheStats()+"\n";
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str+= "FowAlphaCellsLookupItemCache: " + world.getFowAlphaCellsLookupItemCacheStats()+"\n";
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const bool selectBufPickingSelection = Config::getInstance().getBool("EnableSelectBufPicking","false");
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const bool colorPickingSelection = Config::getInstance().getBool("EnableColorPicking","true");
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const bool frustumPickingSelection = Config::getInstance().getBool("EnableFrustumPicking","false");
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if(selectBufPickingSelection) {
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str += "Unit selection type: selectBuf\n";
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}
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else if(frustumPickingSelection) {
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str += "Unit selection type: frustrum\n";
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}
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else {
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str += "Unit selection type: color picking\n";
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}
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//str+= "AllFactionsCacheStats: " + world.getAllFactionsCacheStats()+"\n";
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//str+= "AttackWarningCount: " + intToStr(world.getUnitUpdater()->getAttackWarningCount()) + "\n";
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@ -286,7 +286,7 @@ void Gui::mouseDownRightGraphics(int x, int y , bool prepared) {
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}
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else {
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Vec2i targetPos;
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if(Renderer::getInstance().computePosition(Vec2i(x, y), targetPos, true) &&
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if(Renderer::getInstance().computePosition(Vec2i(x, y), targetPos) &&
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world->getMap()->isInsideSurface(world->getMap()->toSurfCoords(targetPos)) == true) {
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giveDefaultOrders(x, y);
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}
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