Review: Approve

Diff and testing look good. Only visual change I noticed is the new clock in 
games in release builds.

I would prefer having a configuration option for the clock, but doesn't have to 
be in this branch or at all.

Diff comments:

> === modified file 'src/wui/interactive_base.cc'
> --- src/wui/interactive_base.cc       2018-04-07 16:59:00 +0000
> +++ src/wui/interactive_base.cc       2018-04-18 07:52:16 +0000
> @@ -428,33 +428,39 @@
>               }
>       }
>  
> -     // Blit node information when in debug mode.
> -     if (get_display_flag(dfDebug) || game == nullptr) {
> -             std::string node_text;
> -             if (game != nullptr) {
> -                     const std::string 
> gametime(gametimestring(egbase().get_gametime(), true));
> -                     std::shared_ptr<const UI::RenderedText> rendered_text =
> -                        UI::g_fh1->render(as_condensed(gametime));
> -                     rendered_text->draw(dst, Vector2i(5, 5));
> -
> -                     static boost::format node_format("(%i, %i)");
> -                     node_text = as_condensed((node_format % sel_.pos.node.x 
> % sel_.pos.node.y).str());
> -             } else {  // This is an editor
> -                     static boost::format node_format("(%i, %i, %i)");
> -                     const int32_t height = 
> egbase().map()[sel_.pos.node].get_height();
> -                     node_text = as_condensed((node_format % sel_.pos.node.x 
> % sel_.pos.node.y % height).str());
> -             }
> -             std::shared_ptr<const UI::RenderedText> rendered_text = 
> UI::g_fh1->render(node_text);
> +     // Node information
> +     std::string node_text("");
> +     if (game == nullptr) {
> +             // Always blit node information in the editor
> +             static boost::format node_format("(%i, %i, %i)");
> +             const int32_t height = 
> egbase().map()[sel_.pos.node].get_height();
> +             node_text = (node_format % sel_.pos.node.x % sel_.pos.node.y % 
> height).str();
> +     } else if (get_display_flag(dfDebug)) {
> +             // Blit node information for games in debug mode - we're not 
> interested in the height
> +             static boost::format node_format("(%i, %i)");
> +             node_text = (node_format % sel_.pos.node.x % 
> sel_.pos.node.y).str();
> +     }
> +     if (!node_text.empty()) {
> +             std::shared_ptr<const UI::RenderedText> rendered_text = 
> UI::g_fh1->render(as_condensed(node_text));
>               rendered_text->draw(
> -                dst, Vector2i(get_w() - 5, get_h() - rendered_text->height() 
> - 5), UI::Align::kRight);
> +                     dst, Vector2i(get_w() - 5, get_h() - 
> rendered_text->height() - 5), UI::Align::kRight);
>       }
>  
> -     // Blit FPS when playing a game in debug mode.
> -     if (get_display_flag(dfDebug) && game != nullptr) {
> -             static boost::format fps_format("%5.1f fps (avg: %5.1f fps)");
> -             std::shared_ptr<const UI::RenderedText> rendered_text = 
> UI::g_fh1->render(as_condensed(
> -                (fps_format % (1000.0 / frametime_) % (1000.0 / 
> (avg_usframetime_ / 1000))).str()));
> -             rendered_text->draw(dst, Vector2i((get_w() - 
> rendered_text->width()) / 2, 5));
> +     // In-game clock and FPS
> +     if (game != nullptr) {
> +             // Blit in-game clock.

Superfluous dot (also later)

> +             const std::string 
> gametime(gametimestring(egbase().get_gametime(), true));
> +             std::shared_ptr<const UI::RenderedText> rendered_text =
> +                UI::g_fh1->render(as_condensed(gametime));
> +             rendered_text->draw(dst, Vector2i(5, 5));
> +
> +             // Blit FPS when playing a game in debug mode.
> +             if (get_display_flag(dfDebug)) {
> +                     static boost::format fps_format("%5.1f fps (avg: %5.1f 
> fps)");
> +                     rendered_text = UI::g_fh1->render(as_condensed(
> +                        (fps_format % (1000.0 / frametime_) % (1000.0 / 
> (avg_usframetime_ / 1000))).str()));
> +                     rendered_text->draw(dst, Vector2i((get_w() - 
> rendered_text->width()) / 2, 5));
> +             }
>       }
>  }
>  


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