scummvm/engines/ags/engine/debugging/logfile.cpp

89 lines
2.3 KiB
C++
Raw Normal View History

//=============================================================================
//
// Adventure Game Studio (AGS)
//
// Copyright (C) 1999-2011 Chris Jones and 2011-20xx others
// The full list of copyright holders can be found in the Copyright.txt
// file, which is part of this source code distribution.
//
// The AGS source code is provided under the Artistic License 2.0.
// A copy of this license can be found in the file License.txt and at
// http://www.opensource.org/licenses/artistic-license-2.0.php
//
//=============================================================================
#include <string.h>
#include "debug/logfile.h"
#include "util/file.h"
#include "util/stream.h"
namespace AGS
{
namespace Engine
{
using namespace Common;
LogFile::LogFile()
: _openMode(kLogFile_Overwrite)
{
}
void LogFile::PrintMessage(const DebugMessage &msg)
{
if (!_file.get())
{
if (_filePath.IsEmpty())
return;
_file.reset(File::OpenFile(_filePath, _openMode == kLogFile_Append ? Common::kFile_Create : Common::kFile_CreateAlways,
Common::kFile_Write));
if (!_file)
{
Debug::Printf("Unable to write log to '%s'.", _filePath.GetCStr());
_filePath = "";
return;
}
}
if (!msg.GroupName.IsEmpty())
{
_file->Write(msg.GroupName, msg.GroupName.GetLength());
_file->Write(" : ", 3);
}
_file->Write(msg.Text, msg.Text.GetLength());
_file->WriteInt8('\n');
// We should flush after every write to the log; this will make writing
// bit slower, but will increase the chances that all latest output
// will get to the disk in case of program crash.
_file->Flush();
}
bool LogFile::OpenFile(const String &file_path, OpenMode open_mode)
{
CloseFile();
_filePath = file_path;
_openMode = open_mode;
if (open_mode == OpenMode::kLogFile_OverwriteAtFirstMessage)
{
return File::TestWriteFile(_filePath);
}
else
{
_file.reset(File::OpenFile(file_path,
open_mode == kLogFile_Append ? Common::kFile_Create : Common::kFile_CreateAlways,
Common::kFile_Write));
return _file.get() != nullptr;
}
}
void LogFile::CloseFile()
{
_file.reset();
_filePath.Empty();
}
} // namespace Engine
} // namespace AGS