#pragma once //======================================================================== // Logger.h : // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== //--------------------------------------------------------------------------------------------------------------------- // TYPICAL USAGE: // // 1) Call the GCC_ASSERT() macro just like you would for _ASSERTE() // Example -> GCC_ASSERT(ptr != NULL); // 2) Call the GCC_ERROR() macro to send out an error message // Example -> GCC_ERROR("Something Blew Up!"); //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- // LOGGING: // // Calling GCC_LOG("tag", "Log message") will print: // [tag] Log Message // To enable these logs, you need to either manually call Logger::SetDisplayFlags() or set up a logging.xml file. // logging.xml should follow this form: // // // // // // The above chunk will cause all logs sent with the "Actor" tag to be displayed in the debugger. If you set file // to 1 as well, it would log out to a file as well. Don't check in logging.xml to SVN, it should be a local-only // file. //--------------------------------------------------------------------------------------------------------------------- #include #include "../Unix/GameCodeStd.h" //--------------------------------------------------------------------------------------------------------------------- // Constants //--------------------------------------------------------------------------------------------------------------------- // display flags const unsigned char LOGFLAG_WRITE_TO_LOG_FILE = 1 << 0; const unsigned char LOGFLAG_WRITE_TO_DEBUGGER = 1 << 1; //--------------------------------------------------------------------------------------------------------------------- // This is the public Logger interface. You must call Init() before any logging can take place and Destroy() when // you're done to clean it up. Call SetDisplayFlags() to set the display flags for a particular logging tag. By // default, they are all off. Although you can, you probably shouldn't call Log() directly. Use the GCC_LOG() macro // instead since it can be stripped out by the compiler for Release builds. //--------------------------------------------------------------------------------------------------------------------- namespace Logger { // This class is used by the debug macros and shouldn't be accessed externally. class ErrorMessenger { bool m_enabled; public: ErrorMessenger(void); void Show(const std::string& errorMessage, bool isFatal, const char* funcName, const char* sourceFile, unsigned int lineNum); }; // construction; must be called at the beginning and end of the program void Init(const char* loggingConfigFilename); void Destroy(void); // logging functions void Log(const std::string& tag, const std::string& message, const char* funcName, const char* sourceFile, unsigned int lineNum); void SetDisplayFlags(const std::string& tag, unsigned char flags); } //--------------------------------------------------------------------------------------------------------------------- // Debug macros //--------------------------------------------------------------------------------------------------------------------- // Fatal Errors are fatal and are always presented to the user. #define GCC_FATAL(str) \ do \ { \ static Logger::ErrorMessenger* pErrorMessenger = GCC_NEW Logger::ErrorMessenger; \ std::string s((str)); \ pErrorMessenger->Show(s, true, __FUNCTION__, __FILE__, __LINE__); \ } \ while (0)\ #if 1 //ndef NDEBUG // Errors are bad and potentially fatal. They are presented as a dialog with Abort, Retry, and Ignore. Abort will // break into the debugger, retry will continue the game, and ignore will continue the game and ignore every subsequent // call to this specific error. They are ignored completely in release mode. #define GCC_ERROR(str) \ do \ { \ static Logger::ErrorMessenger* pErrorMessenger = GCC_NEW Logger::ErrorMessenger; \ std::string s((str)); \ pErrorMessenger->Show(s, false, __FUNCTION__, __FILE__, __LINE__); \ } \ while (0)\ // Warnings are recoverable. They are just logs with the "WARNING" tag that displays calling information. The flags // are initially set to WARNINGFLAG_DEFAULT (defined in debugger.cpp), but they can be overridden normally. #define GCC_WARNING(str) \ do \ { \ std::string s((str)); \ Logger::Log("WARNING", s, __FUNCTION__, __FILE__, __LINE__); \ }\ while (0)\ // This is just a convenient macro for logging if you don't feel like dealing with tags. It calls Log() with a tag // of "INFO". The flags are initially set to LOGFLAG_DEFAULT (defined in debugger.cpp), but they can be overridden // normally. #define GCC_INFO(str) \ do \ { \ std::string s((str)); \ Logger::Log("INFO", s, NULL, NULL, 0); \ } \ while (0) \ // This macro is used for logging and should be the preferred method of "printf debugging". You can use any tag // string you want, just make sure to enabled the ones you want somewhere in your initialization. #define GCC_LOG(tag, str) \ do \ { \ std::string s((str)); \ Logger::Log(tag, s, NULL, NULL, 0); \ } \ while (0) \ // This macro replaces GCC_ASSERT(). #define GCC_ASSERT(expr) \ do \ { \ if (!(expr)) \ { \ static Logger::ErrorMessenger* pErrorMessenger = GCC_NEW Logger::ErrorMessenger; \ pErrorMessenger->Show(#expr, false, __FUNCTION__, __FILE__, __LINE__); \ } \ } \ while (0) \ #else // NDEBUG is defined // These are the release mode definitions for the macros above. They are all defined in such a way as to be // ignored completely by the compiler. #define GCC_ERROR(str) do { (void)sizeof(str); } while(0) #define GCC_WARNING(str) do { (void)sizeof(str); } while(0) #define GCC_INFO(str) do { (void)sizeof(str); } while(0) #define GCC_LOG(tag, str) do { (void)sizeof(tag); (void)sizeof(str); } while(0) #define GCC_ASSERT(expr) do { (void)sizeof(expr); } while(0) #endif // !defined NDEBUG