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- #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:
- //
- // <Logger>
- // <Log tag="Actor" debugger="1" file="0"/>
- // </Logger>
- //
- // 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 <string>
- #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
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