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194 lines
8.5 KiB
Odin
194 lines
8.5 KiB
Odin
// machine generated, do not edit
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package sokol_log
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/*
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sokol_log.h -- common logging callback for sokol headers
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Project URL: https://github.com/floooh/sokol
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Example code: https://github.com/floooh/sokol-samples
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Do this:
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#define SOKOL_IMPL or
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#define SOKOL_LOG_IMPL
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before you include this file in *one* C or C++ file to create the
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implementation.
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Optionally provide the following defines when building the implementation:
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SOKOL_ASSERT(c) - your own assert macro (default: assert(c))
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SOKOL_UNREACHABLE() - a guard macro for unreachable code (default: assert(false))
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SOKOL_LOG_API_DECL - public function declaration prefix (default: extern)
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SOKOL_API_DECL - same as SOKOL_GFX_API_DECL
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SOKOL_API_IMPL - public function implementation prefix (default: -)
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Optionally define the following for verbose output:
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SOKOL_DEBUG - by default this is defined if _DEBUG is defined
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OVERVIEW
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========
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sokol_log.h provides a default logging callback for other sokol headers.
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To use the default log callback, just include sokol_log.h and provide
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a function pointer to the 'slog_func' function when setting up the
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sokol library:
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For instance with sokol_audio.h:
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#include "sokol_log.h"
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...
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saudio_setup(&(saudio_desc){ .logger.func = slog_func });
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Logging output goes to stderr and/or a platform specific logging subsystem
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(which means that in some scenarios you might see logging messages duplicated):
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- Windows: stderr + OutputDebugStringA()
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- macOS/iOS/Linux: stderr + syslog()
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- Emscripten: console.info()/warn()/error()
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- Android: __android_log_write()
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On Windows with sokol_app.h also note the runtime config items to make
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stdout/stderr output visible on the console for WinMain() applications
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via sapp_desc.win32_console_attach or sapp_desc.win32_console_create,
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however when running in a debugger on Windows, the logging output should
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show up on the debug output UI panel.
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In debug mode, a log message might look like this:
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[sspine][error][id:12] /Users/floh/projects/sokol/util/sokol_spine.h:3472:0:
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SKELETON_DESC_NO_ATLAS: no atlas object provided in sspine_skeleton_desc.atlas
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The source path and line number is formatted like compiler errors, in some IDEs (like VSCode)
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such error messages are clickable.
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In release mode, logging is less verbose as to not bloat the executable with string data, but you still get
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enough information to identify the type and location of an error:
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[sspine][error][id:12][line:3472]
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RULES FOR WRITING YOUR OWN LOGGING FUNCTION
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===========================================
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- must be re-entrant because it might be called from different threads
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- must treat **all** provided string pointers as optional (can be null)
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- don't store the string pointers, copy the string data instead
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- must not return for log level panic
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LICENSE
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=======
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zlib/libpng license
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Copyright (c) 2023 Andre Weissflog
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the
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use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software in a
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product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not
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be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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import "core:c"
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_ :: c
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SOKOL_DEBUG :: #config(SOKOL_DEBUG, ODIN_DEBUG)
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DEBUG :: #config(SOKOL_LOG_DEBUG, SOKOL_DEBUG)
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USE_GL :: #config(SOKOL_USE_GL, false)
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USE_DLL :: #config(SOKOL_DLL, false)
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when ODIN_OS == .Windows {
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when USE_DLL {
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when USE_GL {
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when DEBUG { foreign import sokol_log_clib { "../sokol_dll_windows_x64_gl_debug.lib" } }
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else { foreign import sokol_log_clib { "../sokol_dll_windows_x64_gl_release.lib" } }
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} else {
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when DEBUG { foreign import sokol_log_clib { "../sokol_dll_windows_x64_d3d11_debug.lib" } }
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else { foreign import sokol_log_clib { "../sokol_dll_windows_x64_d3d11_release.lib" } }
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}
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} else {
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when USE_GL {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_windows_x64_gl_debug.lib" } }
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else { foreign import sokol_log_clib { "sokol_log_windows_x64_gl_release.lib" } }
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} else {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_windows_x64_d3d11_debug.lib" } }
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else { foreign import sokol_log_clib { "sokol_log_windows_x64_d3d11_release.lib" } }
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}
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}
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} else when ODIN_OS == .Darwin {
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when USE_DLL {
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when USE_GL && ODIN_ARCH == .arm64 && DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_arm64_gl_debug.dylib" } }
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else when USE_GL && ODIN_ARCH == .arm64 && !DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_arm64_gl_release.dylib" } }
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else when USE_GL && ODIN_ARCH == .amd64 && DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_x64_gl_debug.dylib" } }
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else when USE_GL && ODIN_ARCH == .amd64 && !DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_x64_gl_release.dylib" } }
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else when !USE_GL && ODIN_ARCH == .arm64 && DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_arm64_metal_debug.dylib" } }
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else when !USE_GL && ODIN_ARCH == .arm64 && !DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_arm64_metal_release.dylib" } }
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else when !USE_GL && ODIN_ARCH == .amd64 && DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_x64_metal_debug.dylib" } }
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else when !USE_GL && ODIN_ARCH == .amd64 && !DEBUG { foreign import sokol_log_clib { "../dylib/sokol_dylib_macos_x64_metal_release.dylib" } }
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} else {
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when USE_GL {
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when ODIN_ARCH == .arm64 {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_macos_arm64_gl_debug.a" } }
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else { foreign import sokol_log_clib { "sokol_log_macos_arm64_gl_release.a" } }
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} else {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_macos_x64_gl_debug.a" } }
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else { foreign import sokol_log_clib { "sokol_log_macos_x64_gl_release.a" } }
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}
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} else {
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when ODIN_ARCH == .arm64 {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_macos_arm64_metal_debug.a" } }
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else { foreign import sokol_log_clib { "sokol_log_macos_arm64_metal_release.a" } }
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} else {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_macos_x64_metal_debug.a" } }
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else { foreign import sokol_log_clib { "sokol_log_macos_x64_metal_release.a" } }
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}
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}
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}
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} else when ODIN_OS == .Linux {
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when USE_DLL {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_linux_x64_gl_debug.so" } }
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else { foreign import sokol_log_clib { "sokol_log_linux_x64_gl_release.so" } }
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} else {
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when DEBUG { foreign import sokol_log_clib { "sokol_log_linux_x64_gl_debug.a" } }
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else { foreign import sokol_log_clib { "sokol_log_linux_x64_gl_release.a" } }
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}
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} else when ODIN_ARCH == .wasm32 || ODIN_ARCH == .wasm64p32 {
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// Feed sokol_log_wasm_gl_debug.a or sokol_log_wasm_gl_release.a into emscripten compiler.
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foreign import sokol_log_clib { "env.o" }
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} else {
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#panic("This OS is currently not supported")
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}
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@(default_calling_convention="c", link_prefix="slog_")
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foreign sokol_log_clib {
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/*
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Plug this function into the 'logger.func' struct item when initializing any of the sokol
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headers. For instance for sokol_audio.h it would look like this:
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saudio_setup(&(saudio_desc){
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.logger = {
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.func = slog_func
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}
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});
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*/
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func :: proc(tag: cstring, log_level: u32, log_item: u32, message: cstring, line_nr: u32, filename: cstring, user_data: rawptr) ---
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}
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