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Step Four: : Using CEGUI
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[[Category:Tutorial]]
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= Step Four: : Setup the logging system =
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In this tutorial we will create our applications’ windows with the help of CEGUI. This tutorial contains basic information only about the library , when CEGUI is new for you, please visit the project website for more information:
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== Introduction ==
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The ''Crystal Space SDK '' contents a built-in reporter system. You can sending messages to the following places:
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http://www.cegui.org.uk
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* stdout : Your message will be sent to the standard output.
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* stderr : Your message will be sent to standard error channel.
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* alert : Your message will be displayed in a information window.
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* console: Your message will be displayed on the console output.
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* debug : Your massage will be logged into the debug log file.
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* popup :
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The CS SDK has a Ceguitest application, and basic layouts to use the GUI., here you can find an example, how you can integrate CEGUI into your application. The viewmesh test application uses also CEGUI, here you can find a long and detailed example to deal with this impressive windowing system.
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==Adding some log-related config options ==
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Some notes about CEGUI under CS. There is an introduction to Cegui in the manual, please read this section first. I cite the most important section:
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It is important that applications using CEGUI from Crystal Space do not use any of the CEGUI getSingleton() or getSingletonPtr() calls, such as CEGUI::Singleton<T>::getSingleton() or CEGUI::System::getSingleton(). The reason for this is that global and static variables (declared in methods, classes, namespaces, or globally) are not normally shared between modules. Calling getSingleton() from the Crystal Space application will not necessarily return the same instance as calling getSingleton() from the CEGUI plugin.
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Let's create an optional log file. First, we add to our ''cim.cfg'' the following options:
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<pre>
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Cim.Settings.EnableLogging = true
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Cim.Settings.DebugFileName = /cim/debug.log
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Cim.Settings.AppendLogFile = false
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</pre>
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When the ''EnableLogging'' option is true, the game writes the report messages in the log file. The ''DebugFileName'' decides the name of the log file. The ''AppendLogFile '' option controls, the app creates a new log file or appends the messages to the old one (if any).
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Ok, let's go to load this options in the ''cimGame::LoadConfig()'':
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<pre>
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bool cimGame::LoadConfig()
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{
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csRef<iConfigManager> confman (CS_QUERY_REGISTRY (GetObjectRegistry(), iConfigManager));
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startmap = confman->GetStr("Cim.Settings.StartLevel","terrain");
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use_console = confman->GetBool("Cim.Settings.EnableConsole",false);
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enable_logging = confman->GetBool("Cim.Settings.EnableLogging",false);
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debug_filename = confman->GetStr("Cim.Settings.DebugFileName","/cim/debug.log");
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append_logfile = confman->GetBool("Cim.Settings.AppendLogFile",true);
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return true;
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}
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</pre>
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== Listening the reports ==
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''Crystal Space '' provides us the ''iStandardReporterListener'' interface to do this. Let's query this:
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<pre>
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listener = CS_QUERY_REGISTRY(GetObjectRegistry(),iStandardReporterListener);
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</pre>
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Ok, we have a the listener, let's customize it. As we said, Crystal Space ensures you many channel to your reports. Crystal Space uses 5 severity level:
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* CS_REPORTER_SEVERITY_BUG: his is the worst thing that can happen. It means that some code detected a bug in Crystal Space.
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* CS_REPORTER_SEVERITY_ERROR: There was an error of some kind. Usually this is an error while reading data.
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* CS_REPORTER_SEVERITY_WARNING: There was some condition which is non fatal but is suspicious.
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* CS_REPORTER_SEVERITY_NOTIFY: This is for debugging and it will usually generate an entry in some log.
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We can define, on what messaging channel listening what severity levels.
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iStandardReporterLIstener has a SetMessageDestination function:
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<pre>
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virtual void SetMessageDestination (int severity,
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bool do_stdout, bool do_stderr, bool do_console,
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bool do_alert, bool do_debug, bool do_popup = false) = 0;
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</pre>
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We want to use the ''standard output'', the ''console'' and the ''debug file''. So the code is:
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<pre>
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listener->SetMessageDestination(CS_REPORTER_SEVERITY_ERROR,true,false,true,false,true,false);
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listener->SetMessageDestination(CS_REPORTER_SEVERITY_WARNING,true,false,true,false,true,false);
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listener->SetMessageDestination(CS_REPORTER_SEVERITY_NOTIFY,true,false,true,false,true,false);
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listener->SetMessageDestination(CS_REPORTER_SEVERITY_DEBUG,true,false,true,false,true,false);
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</pre>
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Now we set up the log filename:
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<pre>
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listener->SetDebugFile(debug_filename,append_logfile);
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</pre>
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==Time stamps ==
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Current date and time is not so important in 3D apps, but a cool looking log file contents the starting time at least in a headline. We write the current date and time into string, using the ''_strdate'' and ''_strtime'' functions (you have to include "time.h"):
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<pre>
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char dateStr [9];
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char timeStr [9];
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_strdate( dateStr);
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_strtime( timeStr );
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</pre>
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Ok, now we create a head line, using the date and time info:
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<pre>
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csString logStr("---------------------------------------");
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logStr+="\n";
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logStr+="Cim started at ";
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logStr+=dateStr;
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logStr+=" : ";
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logStr+=timeStr;
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csReporterHelper::Report(GetObjectRegistry(),CS_REPORTER_SEVERITY_NOTIFY,"cim",logStr.GetData());
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}
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</pre>
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Calling the csReporterHelper::Report (or the csReport macro) the head line goes to the log file.
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That's it. See the code for all changes. Get the sources from [http://www.crystaldoc.atw.hu/src/cim/step4.zip here]
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 +
[[Tutorials|Tutorial Home]]

Current revision

Contents

Step Four: : Setup the logging system

Introduction

The Crystal Space SDK contents a built-in reporter system. You can sending messages to the following places:

  • stdout : Your message will be sent to the standard output.
  • stderr : Your message will be sent to standard error channel.
  • alert  : Your message will be displayed in a information window.
  • console: Your message will be displayed on the console output.
  • debug  : Your massage will be logged into the debug log file.
  • popup  :

Adding some log-related config options

Let's create an optional log file. First, we add to our cim.cfg the following options:

Cim.Settings.EnableLogging = true
Cim.Settings.DebugFileName = /cim/debug.log
Cim.Settings.AppendLogFile = false

When the EnableLogging option is true, the game writes the report messages in the log file. The DebugFileName decides the name of the log file. The AppendLogFile option controls, the app creates a new log file or appends the messages to the old one (if any).

Ok, let's go to load this options in the cimGame::LoadConfig():

bool cimGame::LoadConfig()
{
	csRef<iConfigManager> confman (CS_QUERY_REGISTRY (GetObjectRegistry(), iConfigManager));
	startmap = confman->GetStr("Cim.Settings.StartLevel","terrain");
	use_console = confman->GetBool("Cim.Settings.EnableConsole",false);
	enable_logging = confman->GetBool("Cim.Settings.EnableLogging",false);
	debug_filename = confman->GetStr("Cim.Settings.DebugFileName","/cim/debug.log");
	append_logfile = confman->GetBool("Cim.Settings.AppendLogFile",true);
	return true;
}

Listening the reports

Crystal Space provides us the iStandardReporterListener interface to do this. Let's query this:

listener = CS_QUERY_REGISTRY(GetObjectRegistry(),iStandardReporterListener);

Ok, we have a the listener, let's customize it. As we said, Crystal Space ensures you many channel to your reports. Crystal Space uses 5 severity level:

  • CS_REPORTER_SEVERITY_BUG: his is the worst thing that can happen. It means that some code detected a bug in Crystal Space.
  • CS_REPORTER_SEVERITY_ERROR: There was an error of some kind. Usually this is an error while reading data.
  • CS_REPORTER_SEVERITY_WARNING: There was some condition which is non fatal but is suspicious.
  • CS_REPORTER_SEVERITY_NOTIFY: This is for debugging and it will usually generate an entry in some log.

We can define, on what messaging channel listening what severity levels. iStandardReporterLIstener has a SetMessageDestination function:

virtual void SetMessageDestination (int severity,
  	bool do_stdout, bool do_stderr, bool do_console,
	bool do_alert, bool do_debug, bool do_popup = false) = 0;

We want to use the standard output, the console and the debug file. So the code is:

listener->SetMessageDestination(CS_REPORTER_SEVERITY_ERROR,true,false,true,false,true,false);
	  listener->SetMessageDestination(CS_REPORTER_SEVERITY_WARNING,true,false,true,false,true,false);
	  listener->SetMessageDestination(CS_REPORTER_SEVERITY_NOTIFY,true,false,true,false,true,false);
	  listener->SetMessageDestination(CS_REPORTER_SEVERITY_DEBUG,true,false,true,false,true,false);

Now we set up the log filename:

listener->SetDebugFile(debug_filename,append_logfile);

Time stamps

Current date and time is not so important in 3D apps, but a cool looking log file contents the starting time at least in a headline. We write the current date and time into string, using the _strdate and _strtime functions (you have to include "time.h"):

char dateStr [9];
	  char timeStr [9];
	  _strdate( dateStr);
	  _strtime( timeStr );

Ok, now we create a head line, using the date and time info:

csString logStr("---------------------------------------");
	  logStr+="\n";
	  logStr+="Cim started at ";
	  logStr+=dateStr;
	  logStr+=" : ";
	  logStr+=timeStr;

	  csReporterHelper::Report(GetObjectRegistry(),CS_REPORTER_SEVERITY_NOTIFY,"cim",logStr.GetData());
  }

Calling the csReporterHelper::Report (or the csReport macro) the head line goes to the log file.


That's it. See the code for all changes. Get the sources from here

Tutorial Home

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