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
line wrap: on
line source

#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);
  }
}