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forked from 0ad/0ad

Added a hotkey to toggle rendering of territory outlines. (Currently "T").

This was SVN commit r4675.
This commit is contained in:
Matei 2006-12-05 02:08:52 +00:00
parent 371cd06fc4
commit 6ed4ad6519
7 changed files with 34 additions and 3 deletions

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@ -186,6 +186,7 @@ hotkey.dudemachine.random = "Ctrl+ForwardSlash" ; Create random Dude.
hotkey.water.toggle = "Q" ; Toggle water rendering
hotkey.water.raise = "A" ; Raise water plane
hotkey.water.lower = "Z" ; Lower water plane
hotkey.territory.rendering.toggle = "T" ; Toggle territory rendering
; > OVERLAY KEYS
hotkey.fps.toggle = "Shift+F" ; Toggle frame counter.

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@ -63,6 +63,15 @@
setWaterHeight( getWaterHeight() - 0.25 );
]]></action>
</object>
<!-- EMPTY OBJECT USED TO TOGGLE TERRITORY RENDERING. -->
<object name="snTerritoryToggle"
hotkey="territory.rendering.toggle"
>
<action on="Press"><![CDATA[
toggleTerritoryRendering();
]]></action>
</object>
<!-- GROUP: MINIMAP -->
<object name="snMiniMap"

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@ -139,8 +139,9 @@ static SHotkeyInfo hotkeyInfo[] =
{ HOTKEY_PROFILE_SAVE, "profile.save", 0, 0 },
{ HOTKEY_PLAYMUSIC, "playmusic", SDLK_p, 0 },
{ HOTKEY_WATER_TOGGLE, "water.toggle", SDLK_q, 0 },
{ HOTKEY_WATER_RAISE, "water.toggle", SDLK_a, 0 },
{ HOTKEY_WATER_LOWER, "water.toggle", SDLK_z, 0 },
{ HOTKEY_WATER_RAISE, "water.raise", SDLK_a, 0 },
{ HOTKEY_WATER_LOWER, "water.lower", SDLK_z, 0 },
{ HOTKEY_TERRITORY_RENDERING_TOGGLE, "territory.rendering.toggle", SDLK_t, 0 },
{ HOTKEY_PAUSE, "pause", SDLK_PAUSE, 0 },
{ HOTKEY_SPEED_INCREASE, "speed.increase", 0, 0 },
{ HOTKEY_SPEED_DECREASE, "speed.decrease", 0, 0 }

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@ -108,6 +108,7 @@ enum
HOTKEY_WATER_TOGGLE,
HOTKEY_WATER_RAISE,
HOTKEY_WATER_LOWER,
HOTKEY_TERRITORY_RENDERING_TOGGLE,
HOTKEY_PAUSE,
HOTKEY_SPEED_INCREASE,
HOTKEY_SPEED_DECREASE,

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@ -358,6 +358,7 @@ CRenderer::CRenderer()
m_DisableCopyShadow = false;
m_FastPlayerColor = true;
m_SkipSubmit = false;
m_RenderTerritories = true;
m_VertexShader = 0;
@ -1245,7 +1246,7 @@ void CRenderer::RenderSubmissions()
RenderPatches();
oglCheck();
if (g_Game)
if (g_Game && m_RenderTerritories)
{
g_Game->GetWorld()->GetTerritoryManager()->renderTerritories();
oglCheck();

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@ -469,6 +469,12 @@ public:
* Can be accessed via JS as renderer.skipSubmit
*/
bool m_SkipSubmit;
/**
* m_RenderTerritories:
* Turn territory boundary rendering on or off.
*/
bool m_RenderTerritories;
};

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@ -1077,6 +1077,15 @@ JSBool toggleSky( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsva
return( JS_TRUE );
}
// Toggles drawing territory outlines
JSBool toggleTerritoryRendering( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
g_Renderer.m_RenderTerritories = !g_Renderer.m_RenderTerritories;
*rval = JSVAL_VOID;
return( JS_TRUE );
}
// Toggles drawing the water plane
JSBool toggleWater( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
{
@ -1364,6 +1373,9 @@ JSFunctionSpec ScriptFunctionTable[] =
JS_FUNC(setWaterFullDepth, setWaterFullDepth, 0)
JS_FUNC(setWaterAlphaOffset, setWaterAlphaOffset, 0)
// Territory rendering
JS_FUNC(toggleTerritoryRendering, toggleTerritoryRendering, 0)
// GUI
#ifndef NO_GUI
JS_FUNC(getGUIObjectByName, JSI_IGUIObject::getByName, 1) // external