spacebox/src/Log.hpp
2024-09-06 20:51:17 -04:00

222 lines
7.4 KiB
C++

/*! /\ +=======================================================+
* ____/ \____ /: Open source game framework licensed to freely use, :
* \ / / : copy, and modify - created for dank.game :
* +==\ ^__^ /==+ : :
* : ~/ \~ : : Download at https://open.shampoo.ooo/shampoo/spacebox :
* : ~~~~~~~~~~~~ : +=======================================================+
* : SPACE ~~~~~ : /
* : ~~~~~~~ BOX :/
* +==============+
*
* Log messages using function calls or the stream operator.
*/
#pragma once
#include <iostream>
#include <sstream>
#include <functional>
#include <SDL.h>
#include "json/json.hpp"
/* Include Open GL so GL errors can be logged */
#include "gl.h"
namespace sb
{
class Log
{
private:
/* Toggle this flag to allow or disallow calls to glGetError in Log::gl_errors(std::string) */
static bool allow_gl_error;
public:
/* Equivalent of SDL's SDL_LOG_PRIORITY_* values */
enum Level
{
VERBOSE = 1,
DEBUG,
INFO,
WARN,
ERR,
CRITICAL,
};
static const int DEFAULT_CATEGORY = SDL_LOG_CATEGORY_CUSTOM;
/*!
* Send a message to SDL's log function, which currently gets overridden in sb::Game. The default level is Level::INFO.
*
* Category will default to SDL's custom category. Using the default category will ensure that debug level statements are
* handled according to the options in the global configuration.
*
* @param message text to add to the log
* @param level message priority level
* @param category a category that matches SDL_LOG_CATEGORY_*
*/
static void log(const std::string& message, const Level level = INFO, const int category = DEFAULT_CATEGORY);
/*!
* Send a log statement using a stringstream.
*
* @see Log::log(const std::string&, const Level, const int)
*/
static void log(const std::ostringstream& message, const Level level = INFO, const int category = DEFAULT_CATEGORY);
/*!
* @warning `glGetError` was determined to cause significant slow down on mobile browsers. Therefore, it is disabled
* by default. This function is OK to use in testing, but should not be used in production code.
*/
static void enable_gl_errors();
/*!
* Turn off GL error reporting, even if Log::gl_errors(const std::string&) is called. This is the default because of
* lag in `glGetError` calls.
*/
static void disable_gl_errors();
/*!
* @warning `glGetError` was determined to cause significant slow down on mobile browsers. Therefore, it is disabled
* by default. Call Log::enable_gl_errors() or set "log" > "gl error" to true in the configuration file to force
* enable for testing, but it is strongly recommended to make sure GL errors are disabled in production.
*
* Log all GL errors accumulated since the last time this function was called.
*
* @param heading optional text to prepend to the error message
*/
static bool gl_errors(const std::string& heading = "");
/*!
* Log a message, adding the results of `SDL_GetError` to the end of the message. This should be used to log a message after
* an SDL API function returns an error value because SDL functions are written to set the value of SDL_GetError in that case.
* The priority level will be `Level::ERROR` unless a different level is specified.
*
* @param message text to log before the SDL error is appended
* @param level message priority level
* @return a string stream containing the full message
*/
static std::ostringstream sdl_error(const std::string& message = "", const Level level = ERR);
/*!
* Parent class for creating streaming output handlers.
*/
class Out
{
protected:
Level level = INFO;
public:
Out() = default;
Out(Level level) : level(level) {}
};
/*!
* Used to indicate the end of a series of strings being concatenated into the log.
*
* @see sb::Log::Multi
*/
inline static const std::string end = "\0";
/*!
* Log a single string and append a line-break using the stream operator.
*
* @code
* sb::Log::Line() << "Hello, World!";
* // adds "Hello, World!" to the log
* @endcode
*
* Non-string objects are compatible with the log stream if they have an overload implemented like
* `std::operator<<(std::ostream&, const CustomType&)` (which also will allow CustomType to be streamed to
* `std::cout`).
*
* @code
* sb::Log::Line() << sb::Color(0.0f, 0.6f, 0.0f);
* // adds "{r=0, g=1, b=0, a= 255, h=120, s=1, v=0.00392157}" to the log
* @endcode
*
* @see std::operator<<(std::ostream&, const sb::Color&)
*
* Defaults to INFO level. Pass a different level to the constructor to use another level.
*
* @code
* sb::Log::Line(sb::Log::DEBUG) << "the 🐞";
* // adds "the 🐞" to debug output
* @endcode
*
* @see sb::Log::Multi
*/
class Line : Out
{
public:
Line() = default;
Line(Level level) : Out(level) {}
template<typename Type>
void operator<<(const Type& out)
{
/* Pass a known type std::ostringstream to sb::Log::log */
std::ostringstream message;
message << out;
sb::Log::log(message, level);
}
};
/*!
* Log multiple strings using the stream operator. Strings concatenate until reaching the sb::Log::end property.
* A line break is automatically appended.
*
* @see sb::Log::Line
*
* @code
* sb::Log::Multi() << "It's " << luigi_game.configuration()("display", "title") << sb::Log::end;
* // adds the following to the log:
* // It's Luigi Adventure! 🏍
* @endcode
*/
class Multi : Out
{
private:
std::ostringstream message;
public:
Multi() = default;
Multi(Level level) : Out(level) {}
template<typename Type>
sb::Log::Multi& operator<<(const Type& out)
{
/* Only check for the end indicator if the stream is known to be a string type */
if constexpr (std::is_same_v<Type, std::string>)
{
if (out == end)
{
sb::Log::log(message, level);
return *this;
}
}
/* Store the stream contents in the object */
message << out;
return *this;
}
sb::Log::Multi& operator<<(std::ostream&(*func)(std::ostream&))
{
message << func;
return *this;
}
};
};
}