87 lines
3.0 KiB
C++
87 lines
3.0 KiB
C++
/* +------------------------------------------------------+
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____/ \____ /| - Open source game framework licensed to freely use, |
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\ / / | copy, modify and sell without restriction |
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+--\ ^__^ /--+ | |
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| ~/ \~ | | - created for <https://foam.shampoo.ooo> |
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| ~~~~~~~~~~~~ | +------------------------------------------------------+
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| SPACE ~~~~~ | /
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| ~~~~~~~ BOX |/
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+--------------+
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Log messages of specified priority through the SDL logging method, which is overridden in
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sb::Game to write to stdout, file, or both, depending on the user's configuration settings.
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*/
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#pragma once
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#include <iostream>
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#include <sstream>
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#include <functional>
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#include <SDL.h>
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/* Include Open GL so GL errors can be logged */
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#include "gl.h"
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namespace sb
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{
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class Log
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{
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public:
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/* Equivalent of SDL's SDL_LOG_PRIORITY_* values */
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enum Level
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{
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VERBOSE = 1,
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DEBUG,
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INFO,
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WARN,
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ERR,
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CRITICAL,
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};
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static const int DEFAULT_CATEGORY = SDL_LOG_CATEGORY_CUSTOM;
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/*!
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* Send a message to SDL's log function, which currently gets overridden in sb::Game. The default level is Level::INFO.
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*
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* Category will default to SDL's custom category. Using the default category will ensure that debug level statements are
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* handled according to the options in the global configuration.
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*
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* @param message text to add to the log
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* @param level message priority level
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* @param category a category that matches SDL_LOG_CATEGORY_*
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*/
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static void log(const std::string& message, const Level level = INFO, const int category = DEFAULT_CATEGORY);
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/*!
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* Send a log statement using a stringstream.
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*
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* @see Log::log(const std::string&, const Level, const int)
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*/
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static void log(const std::ostringstream& message, const Level level = INFO, const int category = DEFAULT_CATEGORY);
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/*!
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* Log all GL errors accumulated since the last time this function was called.
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*
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* @param heading optional text to prepend to the error message
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*/
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static bool gl_errors(const std::string& heading = "");
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/*!
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* Log a message, adding the results of `SDL_GetError` to the end of the message. This should be used to log a message after an
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* SDL API function returns an error value because SDL functions are written to set the value of SDL_GetError in that case. The
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* priority level will be `Level::ERROR` unless a different level is specified.
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*
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* @param message text to log before the SDL error is appended
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* @param level message priority level
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* @return a string stream containing the full message
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*/
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static std::ostringstream sdl_error(const std::string& message = "", const Level level = ERR);
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};
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}
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