logging macros

This commit is contained in:
Asuro
2025-02-28 20:53:43 +01:00
parent 136a0e09a9
commit b0c80c1bbb
10 changed files with 139 additions and 59 deletions

View File

@@ -96,12 +96,12 @@ namespace Game
bx::strCat(buffer, sizeof(buffer), FILENAME);
bx::strCat(buffer, sizeof(buffer), ".bin");
Log("Loading shader at %s", buffer);
LOG("Loading shader at %s", buffer);
const bgfx::Memory* mem = loadFile(buffer, true, 3);
if (mem == nullptr)
{
Log("Failed to load shader %s", FILENAME);
LOG_WARN("Failed to load shader %s", FILENAME);
return {};
}
return bgfx::createShader(mem);
@@ -120,13 +120,13 @@ namespace Game
const bgfx::Memory* data = loadFile(_filePath.getCPtr());
if (data == nullptr)
{
Log("Failed to find image %s", _filePath.getCPtr());
LOG_WARN("Failed to find image %s", _filePath.getCPtr());
return handle;
}
bimg::ImageContainer imageContainer;
if (!bimg::imageParse(imageContainer, data->data, data->size, &err))
{
Log("Failed to load image %s", _filePath.getCPtr());
LOG_WARN("Failed to load image %s", _filePath.getCPtr());
return handle;
}
if (NULL != _orientation)
@@ -223,7 +223,7 @@ namespace Game
if (BX_COUNTOF(DitherData::DitherTex) < texPixelCount)
{
Log("Too many pixels: %llu", texPixelCount);
LOG_ERROR("Too many pixels: %llu", texPixelCount);
return;
}
@@ -327,8 +327,8 @@ namespace Game
void GameRendering::Setup()
{
Log("--- RENDERING STARTUP ---");
if (Instance != nullptr) Log("Warning, old rendering wasn't destroyed!");
LOG("--- RENDERING STARTUP ---");
if (Instance != nullptr) LOG_WARN("old rendering wasn't destroyed!");
Instance = this;
SharedData& shared = GetShared();
@@ -345,15 +345,15 @@ namespace Game
LastWidth = shared.Window.WindowWidth;
LastHeight = shared.Window.WindowHeight;
Log("%i by %i", init.resolution.width, init.resolution.height);
LOG("%i by %i", init.resolution.width, init.resolution.height);
if (!bgfx::init(init))
{
Log("BGFX setup failed!");
LOG_ERROR("BGFX setup failed!");
}
else
{
Log("BGFX setup succeded!");
LOG("BGFX setup succeded!");
}
// bgfx::setDebug(BGFX_DEBUG_TEXT);
bgfx::setViewClear(MainViewID, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x3399FFff, 1.0f, 0);
@@ -371,7 +371,7 @@ namespace Game
if (!ImGui_ImplSDL3_InitForOther(shared.Window.SDLWindow))
{
Log("Failed to set up imgui implementation!");
LOG_ERROR("Failed to set up imgui implementation!");
return;
}
@@ -442,7 +442,7 @@ namespace Game
}
else
{
Log("Failed to load shader!");
LOG_WARN("Failed to load shader!");
LastShaderLoadTime = -1.0f;
}
}
@@ -532,7 +532,7 @@ namespace Game
void GameRendering::Shutdown()
{
Log("--- RENDERING_SHUTDOWN ---");
LOG("--- RENDERING_SHUTDOWN ---");
ImGui::SaveIniSettingsToDisk("imgui.ini");
const char* iniData = ImGui::SaveIniSettingsToMemory(reinterpret_cast<uint64_t*>(&GetInstance().ImguiIniSize));
assert(GetInstance().ImguiIniSize <= BX_COUNTOF(GameInstance::ImguiIni));