Remove unnecessary debugger detection logic again from Win32 SDL_LogOutput

This commit is contained in:
Andreas Schiffler 2013-06-06 07:25:41 -07:00
parent 7fe9747caf
commit a8d039c4fe

View file

@ -309,7 +309,6 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
char *output;
size_t length;
LPTSTR tstr;
BOOL pbRemoteDebuggerPresent;
BOOL attachResult;
DWORD attachError;
unsigned long charsWritten;
@ -347,11 +346,8 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
SDL_snprintf(output, length, "%s: %s\n", SDL_priority_prefixes[priority], message);
tstr = WIN_UTF8ToString(output);
/* Debugger output, if attached. Check each time since debugger can be attached at runtime. */
CheckRemoteDebuggerPresent(GetCurrentProcess(), &pbRemoteDebuggerPresent);
if (pbRemoteDebuggerPresent || IsDebuggerPresent()) {
OutputDebugString(tstr);
}
/* Output to debugger */
OutputDebugString(tstr);
/* Screen output to stderr, if console was attached. */
if (consoleAttached == 1) {