Don't include logging infrastructure in m_Do_graphic.h

This ends up wasting a ton of compile time because it pulls in all of Aurora's log infrastructure and fmt and all the noise into a thousand game files
This commit is contained in:
PJB3005
2026-03-29 04:35:44 +02:00
parent c196ded104
commit 3ad643f397
5 changed files with 7 additions and 4 deletions
+1 -4
View File
@@ -4,7 +4,6 @@
#include "JSystem/JFramework/JFWDisplay.h"
#include "m_Do/m_Do_mtx.h"
#include "global.h"
#include "dusk/logging.h"
#if TARGET_PC
#include <aurora/aurora.h>
#endif
@@ -100,9 +99,7 @@ public:
}
static int startFadeOut(int param_0) { return JFWDisplay::getManager()->startFadeOut(param_0); }
static int startFadeIn(int param_0) {
DuskLog.debug("mDoGph_gInf_c::startFadeIn START");
return JFWDisplay::getManager()->startFadeIn(param_0); }
static int startFadeIn(int param_0) { return JFWDisplay::getManager()->startFadeIn(param_0); }
static void setFadeColor(JUtility::TColor& color) { mFader->setColor(color); }
static void setClearColor(JUtility::TColor color) { JFWDisplay::getManager()->setClearColor(color); }
static void setBackColor(GXColor& color) { mBackColor = color; }
+2
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@@ -16,6 +16,8 @@
#include "f_op/f_op_camera_mng.h"
#include <cstring>
#include "dusk/logging.h"
static void ride_call_back(dBgW* i_bgw, fopAc_ac_c* i_bgActor, fopAc_ac_c* i_rideActor) {
obj_brg_class* a_this = (obj_brg_class*)i_bgActor;
+2
View File
@@ -20,6 +20,8 @@
#include <cstdio>
#include <cstring>
#include "dusk/logging.h"
#ifndef __MWERKS__
#include "dusk/extras.h"
#endif
+1
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@@ -22,6 +22,7 @@
#include <cstdio>
#include <cstring>
#include "dusk/logging.h"
#include "dusk/string.hpp"
#if TARGET_PC
#include <format>
+1
View File
@@ -5,6 +5,7 @@
#include "ImGuiConsole.hpp"
#include "ImGuiMenuTools.hpp"
#include "dusk/map_loader_definitions.h"
#include "fmt/format.h"
namespace dusk {
void ImGuiMenuTools::ShowMapLoader() {