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OgreLogManager.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreLogManager.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __LogManager_H__ #define __LogManager_H__ #include "OgrePrerequisites.h" #include "OgreLog.h" #include "OgreSingleton.h" #include "OgreString.h" namespace Ogre { /** The log manager handles the creation and retrieval of logs for the application. @remarks This class will create new log files and will retrieve instances of existing ones. Other classes wishing to log output can either create a fresh log or retrieve an existing one to output to. One log is the default log, and is the one written to when the logging methods of this class are called. @par By default, Root will instantiate a LogManager (which becomes the Singleton instance) on construction, and will create a default log based on the Root construction parameters. If you want more control, for example redirecting log output right from the start or suppressing debug output, you need to create a LogManager yourself before creating a Root instance, then create a default log. Root will detect that you've created one yourself and won't create one of its own, thus using all your logging preferences from the first instance. */ class _OgreExport LogManager : public Singleton
{ protected: typedef std::map
> LogList; /// A list of all the logs the manager can access LogList mLogs; /// The default log to which output is done Log* mDefaultLog; public: OGRE_AUTO_MUTEX // public to allow external locking LogManager(); ~LogManager(); /** Creates a new log with the given name. @param name The name to give the log e.g. 'Ogre.log' @param defaultLog If true, this is the default log output will be sent to if the generic logging methods on this class are used. The first log created is always the default log unless this parameter is set. @param debuggerOutput If true, output to this log will also be routed to the debugger's output window. @param suppressFileOutput If true, this is a logical rather than a physical log and no file output will be written. If you do this you should register a LogListener so log output is not lost. */ Log* createLog( const String& name, bool defaultLog = false, bool debuggerOutput = true, bool suppressFileOutput = false); /** Retrieves a log managed by this class. */ Log* getLog( const String& name); /** Returns a pointer to the default log. */ Log* getDefaultLog(); /** Closes and removes a named log. */ void destroyLog(const String& name); /** Closes and removes a log. */ void destroyLog(Log* log); /** Sets the passed in log as the default log. @returns The previous default log. */ Log* setDefaultLog(Log* newLog); /** Log a message to the default log. */ void logMessage( const String& message, LogMessageLevel lml = LML_NORMAL, bool maskDebug = false); /** Log a message to the default log (signature for backward compatibility). */ void logMessage( LogMessageLevel lml, const String& message, bool maskDebug = false) { logMessage(message, lml, maskDebug); } /** Sets the level of detail of the default log. */ void setLogDetail(LoggingLevel ll); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static LogManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static LogManager* getSingletonPtr(void); }; } #endif
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