QDENGINE: Use QDEngineEngine::_debugDraw instead of qdGameConfig::_debug_draw

Signed-off-by: kunxl-gg <tiwari.25@iitj.ac.in>
This commit is contained in:
kunxl-gg 2024-08-25 23:48:25 +05:30 committed by Eugene Sandulenko
parent aab48c2c5b
commit f03376602e
2 changed files with 2 additions and 2 deletions

View File

@ -392,7 +392,7 @@ bool qdInterfaceTextWindow::redraw() const {
grDispatcher::instance()->setClip(l_clip, t_clip, r_clip, b_clip);
if (qdGameConfig::get_config().debug_draw())
if (g_engine->_debugDraw)
grDispatcher::instance()->rectangle(ar.x - _text_size.x / 2, ar.y - _text_size.y / 2, _text_size.x, _text_size.y, 0xFFFFFF, 0, GR_OUTLINED, 3);
}
} else if (_windowType == WINDOW_EDIT || _windowType == WINDOW_TEXT) {

View File

@ -166,7 +166,7 @@ void qdScreenText::redraw(const Vect2i &owner_pos) const {
find_font(_text_format.font_type());
grDispatcher::instance()->drawAlignedText(x, y, _size.x, _size.y, col, data(), grTextAlign(_text_format.alignment()), 0, 0, font);
if (qdGameConfig::get_config().debug_draw())
if (g_engine->_debugDraw)
grDispatcher::instance()->rectangle(x, y, _size.x, _size.y, col, 0, GR_OUTLINED);
}