Mercurial > mm7
view Engine/Log.cpp @ 2541:a902abdfc7f2
1. Renamed class Game to class Engine.
2. Separated game logic as state of FSM from game logic as engine.
3. Found out that many UI screen initializers were optimized away, intially
they all returned newly created window as separate object like it is done
in CharacterUI_Initialize.
author | a.parshin |
---|---|
date | Sun, 10 May 2015 01:29:11 +0200 |
parents | 68cdef6879a0 |
children |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "Log.h" #include <stdio.h> #include <windows.h> HANDLE hStdOut = nullptr; void Log::Initialize() { if (AllocConsole()) hStdOut = GetStdHandle(STD_OUTPUT_HANDLE); } void Log::Warning(const wchar_t *pFormat, ...) { if (!hStdOut) return; va_list args; wchar_t pMsg[8192]; va_start(args, pFormat); vswprintf_s(pMsg, 8192, pFormat, args); va_end(args); DWORD w; WriteConsoleW(hStdOut, pMsg, lstrlenW(pMsg), &w, nullptr); WriteConsoleW(hStdOut, L"\r\n", 2, &w, nullptr); } //----- (004BE386) -------------------------------------------------------- void __fastcall log_error(const char *pMessage) { const char *v1; // edi@1 FILE *f; // eax@1 FILE *v3; // esi@1 v1 = pMessage; f = fopen("errorlog.txt", "a"); v3 = f; if ( f ) { fprintf(f, "%s\n", v1); fclose(v3); fflush(v3); } }