/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ //============================================================================= // // LogFile, the IOutputHandler implementation that writes to file. // // When created LogFile may open file right away or delay doing this. // In the latter case it will buffer output up to certain size limit. // When told to open the file, it will first flush its buffer. This allows to // log events even before the log path is decided (for example, before or // during reading configuration and/or parsing command line). // //============================================================================= #ifndef AGS_ENGINE_DEBUGGING_LOG_FILE_H #define AGS_ENGINE_DEBUGGING_LOG_FILE_H #include "common/std/memory.h" #include "ags/shared/debugging/output_handler.h" namespace AGS3 { namespace AGS { namespace Shared { class Stream; } namespace Engine { using Shared::DebugMessage; using Shared::Stream; using Shared::String; class LogFile : public AGS::Shared::IOutputHandler { public: enum OpenMode { kLogFile_Overwrite, kLogFile_OverwriteAtFirstMessage, kLogFile_Append }; public: LogFile(); void PrintMessage(const Shared::DebugMessage &msg) override; // Open file using given file path, optionally appending if one exists // // TODO: filepath parameter here may be actually used as a pattern // or prefix, while the actual filename could be made by combining // this prefix with current date, game name, and similar additional // useful information. Whether this is to be determined here or on // high-level side remains a question. // bool OpenFile(const String &file_path, OpenMode open_mode = kLogFile_Overwrite); // Close file void CloseFile(); private: std::unique_ptr _file; String _filePath; OpenMode _openMode; }; } // namespace Engine } // namespace AGS } // namespace AGS3 #endif