replace ASSERT(0) with useful fail messages
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@@ -135,14 +135,15 @@ static LocalizedString OR( "ScreenDebugOverlay", "or" );
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static RString GetDebugButtonName( const IDebugLine *pLine )
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{
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RString s = INPUTMAN->GetDeviceSpecificInputString(pLine->m_Button);
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switch( pLine->GetType() )
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IDebugLine::Type type = pLine->GetType();
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switch( type )
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{
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case IDebugLine::all_screens:
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return s;
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case IDebugLine::gameplay_only:
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return ssprintf( IN_GAMEPLAY.GetValue(), s.c_str() );
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default:
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ASSERT(0);
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FAIL_M(ssprintf("Invalid debug line type: %i", type));
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}
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}
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@@ -455,7 +456,8 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
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// Gameplay buttons are available only in gameplay. Non-gameplay buttons
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// are only available when the screen is displayed.
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switch( (*p)->GetType() )
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IDebugLine::Type type = (*p)->GetType();
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switch( type )
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{
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case IDebugLine::all_screens:
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if( !g_bIsDisplayed )
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@@ -468,7 +470,7 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
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continue;
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break;
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default:
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ASSERT(0);
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FAIL_M(ssprintf("Invalid debug line type: %i", type));
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}
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if( input.DeviceI == (*p)->m_Button )
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@@ -569,12 +571,14 @@ class DebugLineAutoplay : public IDebugLine
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virtual RString GetDisplayTitle() { return AUTO_PLAY.GetValue() + " (+Shift = AI) (+Alt = hide)"; }
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virtual RString GetDisplayValue()
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{
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switch( GamePreferences::m_AutoPlay.Get() )
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PlayerController pc = GamePreferences::m_AutoPlay.Get();
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switch( pc )
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{
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case PC_HUMAN: return OFF.GetValue(); break;
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case PC_AUTOPLAY: return ON.GetValue(); break;
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case PC_CPU: return CPU.GetValue(); break;
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default: ASSERT(0); return RString();
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default:
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FAIL_M(ssprintf("Invalid PlayerController: %i", pc));
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}
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}
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virtual Type GetType() const { return IDebugLine::gameplay_only; }
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@@ -643,13 +647,15 @@ class DebugLineAutosync : public IDebugLine
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virtual RString GetDisplayTitle() { return AUTOSYNC.GetValue(); }
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virtual RString GetDisplayValue()
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{
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switch( GAMESTATE->m_SongOptions.GetSong().m_AutosyncType )
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SongOptions::AutosyncType type = GAMESTATE->m_SongOptions.GetSong().m_AutosyncType;
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switch( type )
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{
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case SongOptions::AUTOSYNC_OFF: return OFF.GetValue(); break;
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case SongOptions::AUTOSYNC_SONG: return SONG.GetValue(); break;
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case SongOptions::AUTOSYNC_MACHINE: return MACHINE.GetValue(); break;
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case SongOptions::AUTOSYNC_TEMPO: return SYNC_TEMPO.GetValue(); break;
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default: ASSERT(0);
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default:
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FAIL_M(ssprintf("Invalid autosync type: %i", type));
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}
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}
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virtual Type GetType() const { return IDebugLine::gameplay_only; }
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