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Refactor|World: Updated _E() macro usage
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danij-deng committed Jun 11, 2013
1 parent 4f91653 commit 629dc3e
Showing 1 changed file with 9 additions and 9 deletions.
18 changes: 9 additions & 9 deletions doomsday/client/src/world/world.cpp
Expand Up @@ -339,15 +339,15 @@ DENG2_PIMPL(World)

if(!map) return;

#define COLUMN(A, B) "\n" _E(">") _E("Ta") " " << A << " " _E("Tb") << B

LOG_INFO(_E("D") "Current map elements:" _E("."))
<< COLUMN("Vertexes", map->vertexCount())
<< COLUMN("Lines", map->lineCount())
<< COLUMN("Sectors", map->sectorCount())
<< COLUMN("BSP Nodes", map->bspNodeCount())
<< COLUMN("BSP Leafs", map->bspLeafCount())
<< COLUMN("Segments", map->segmentCount());
#define TABBED(A, B) "\n" _E(Ta) " " << A << " " _E(Tb) << B

LOG_INFO(_E(D) "Current map elements:" _E(.))
<< TABBED("Vertexes", map->vertexCount())
<< TABBED("Lines", map->lineCount())
<< TABBED("Sectors", map->sectorCount())
<< TABBED("BSP Nodes", map->bspNodeCount())
<< TABBED("BSP Leafs", map->bspLeafCount())
<< TABBED("Segments", map->segmentCount());

// Call the game's setup routines.
if(gx.SetupForMapData)
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