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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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 the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
//=============================================================================
//
// LogFile, the IOutputHandler implementation that writes to file.
//
// When created LogFile may open file right away or delay doing this.
// In the latter case it will buffer output up to certain size limit.
// When told to open the file, it will first flush its buffer. This allows to
// log events even before the log path is decided (for example, before or
// during reading configuration and/or parsing command line).
//
//=============================================================================
#ifndef AGS_ENGINE_DEBUGGING_LOG_FILE_H
#define AGS_ENGINE_DEBUGGING_LOG_FILE_H
#include "common/std/memory.h"
#include "ags/shared/debugging/output_handler.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
class Stream;
}
namespace Engine {
using Shared::DebugMessage;
using Shared::Stream;
using Shared::String;
class LogFile : public AGS::Shared::IOutputHandler {
public:
enum OpenMode {
kLogFile_Overwrite,
kLogFile_OverwriteAtFirstMessage,
kLogFile_Append
};
public:
LogFile();
void PrintMessage(const Shared::DebugMessage &msg) override;
// Open file using given file path, optionally appending if one exists
//
// TODO: filepath parameter here may be actually used as a pattern
// or prefix, while the actual filename could be made by combining
// this prefix with current date, game name, and similar additional
// useful information. Whether this is to be determined here or on
// high-level side remains a question.
//
bool OpenFile(const String &file_path, OpenMode open_mode = kLogFile_Overwrite);
// Close file
void CloseFile();
private:
std::unique_ptr<Stream> _file;
String _filePath;
OpenMode _openMode;
};
} // namespace Engine
} // namespace AGS
} // namespace AGS3
#endif
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