Minor Update - Logger Tweak

This commit is contained in:
2024-04-23 15:43:02 +02:00
parent 3912b443d5
commit b0384dd30d
27 changed files with 217 additions and 138 deletions

View File

@@ -36,7 +36,7 @@ ApplicationClass::~ApplicationClass()
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
Logger::Get().Log("Initializing application class", __FILE__, __LINE__);
Logger::Get().Log("Initializing application class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
try
{
@@ -295,7 +295,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Application class initialized", __FILE__, __LINE__);
Logger::Get().Log("Application class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@@ -303,82 +303,82 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__);
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the shader manager object.
if (m_ShaderManager)
{
Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_ShaderManager->Shutdown();
delete m_ShaderManager;
m_ShaderManager = 0;
Logger::Get().Log("Shader manager object released", __FILE__, __LINE__);
Logger::Get().Log("Shader manager object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the frustum class object.
if (m_Frustum)
{
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Frustum;
m_Frustum = 0;
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__);
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the display plane object.
if (m_DisplayPlane)
{
Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_DisplayPlane->Shutdown();
delete m_DisplayPlane;
m_DisplayPlane = 0;
Logger::Get().Log("Display plane object released", __FILE__, __LINE__);
Logger::Get().Log("Display plane object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the position object.
if (m_Position)
{
Logger::Get().Log("Releasing the position object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the position object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Position;
m_Position = 0;
Logger::Get().Log("Position object released", __FILE__, __LINE__);
Logger::Get().Log("Position object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the model list object.
if (m_ModelList)
{
Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_ModelList->Shutdown();
delete m_ModelList;
m_ModelList = 0;
Logger::Get().Log("Model list object released", __FILE__, __LINE__);
Logger::Get().Log("Model list object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text objects for the render count string.
if (m_RenderCountString)
{
Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_RenderCountString->Shutdown();
delete m_RenderCountString;
m_RenderCountString = 0;
Logger::Get().Log("Render count string object released", __FILE__, __LINE__);
Logger::Get().Log("Render count string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text objects for the mouse strings.
if (m_MouseStrings)
{
Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__);
Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_MouseStrings[0].Shutdown();
m_MouseStrings[1].Shutdown();
@@ -387,108 +387,110 @@ void ApplicationClass::Shutdown()
delete[] m_MouseStrings;
m_MouseStrings = 0;
Logger::Get().Log("Mouse strings released", __FILE__, __LINE__);
Logger::Get().Log("Mouse strings released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text object for the fps string.
if (m_FpsString)
{
Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_FpsString->Shutdown();
delete m_FpsString;
m_FpsString = 0;
Logger::Get().Log("Fps string object released", __FILE__, __LINE__);
Logger::Get().Log("Fps string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the fps object.
if (m_Fps)
{
Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Fps;
m_Fps = 0;
Logger::Get().Log("Fps object released", __FILE__, __LINE__);
Logger::Get().Log("Fps object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the font object.
if (m_Font)
{
Logger::Get().Log("Releasing the font object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the font object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Font->Shutdown();
delete m_Font;
m_Font = 0;
Logger::Get().Log("Font object released", __FILE__, __LINE__);
Logger::Get().Log("Font object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the font shader object.
if (m_FontShader)
{
Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_FontShader->Shutdown();
delete m_FontShader;
m_FontShader = 0;
Logger::Get().Log("Font shader object released", __FILE__, __LINE__);
Logger::Get().Log("Font shader object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the timer object.
if (m_Timer)
{
Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Timer;
m_Timer = 0;
Logger::Get().Log("Timer object released", __FILE__, __LINE__);
Logger::Get().Log("Timer object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the sprite object.
if (m_Sprite)
{
Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Sprite->Shutdown();
delete m_Sprite;
m_Sprite = 0;
Logger::Get().Log("Sprite object released", __FILE__, __LINE__);
Logger::Get().Log("Sprite object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
for (auto light : m_Lights)
{
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
if (light)
{
delete light;
light = 0;
}
Logger::Get().Log("Light object released", __FILE__, __LINE__);
Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the light object.
if (m_Light)
{
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Light;
m_Light = 0;
Logger::Get().Log("Light object released", __FILE__, __LINE__);
Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the model object.
if (m_Model)
{
Logger::Get().Log("Releasing the model object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the model object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
Logger::Get().Log("Model object released", __FILE__, __LINE__);
Logger::Get().Log("Model object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Application class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@@ -517,7 +519,7 @@ bool ApplicationClass::Frame(InputClass* Input)
// Check if the user pressed escape and wants to exit the application.
if (Input->IsEscapePressed())
{
Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__);
Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__, Logger::LogLevel::Input);
m_ShouldQuit = true;
}