log, don't SystemMessage because it is unnecessary and messes up screenshots

This commit is contained in:
Chris Danford
2009-04-10 19:17:31 +00:00
parent d6dcb9b81c
commit 4e7926bde3
+18 -9
View File
@@ -459,21 +459,28 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS )
return true; /* eat the input but do nothing */
BitmapText &txt1 = *m_vptextButton[i];
txt1.FinishTweening();
float fZoom = txt1.GetZoom();
txt1.SetZoom( fZoom * 1.2f );
txt1.BeginTweening( 0.2f, TWEEN_LINEAR );
txt1.SetZoom( fZoom );
// do the action
RString sMessage;
(*p)->DoAndMakeSystemMessage( sMessage );
if( !sMessage.empty() )
SCREENMAN->SystemMessage( sMessage );
LOG->Trace("DEBUG: " + sMessage );
if( (*p)->ForceOffAfterUse() )
m_bForcedHidden = true;
// update text to show the effect of what changed above
UpdateText();
// blink the text to show what changed
BitmapText &bt = *m_vptextButton[i];
bt.FinishTweening();
for( int i=0; i<8; i++ )
{
bt.SetGlow( RageColor(1,0,0,1) );
bt.Sleep(0.1f);
bt.SetGlow( RageColor(1,0,0,0) );
bt.Sleep(0.1f);
}
return true;
}
}
@@ -889,6 +896,8 @@ static void FillProfileStats( Profile *pProfile )
}
}
}
SCREENMAN->ZeroNextUpdate();
}
class DebugLineFillProfileStats : public IDebugLine