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sketch out logging stub, to begin marking up debugger layers with logging - high level stuff still wip
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// Copyright (c) 2024 Epic Games Tools
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// Licensed under the MIT license (https://opensource.org/license/mit/)
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////////////////////////////////
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//~ rjf: Globals/Thread-Locals
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C_LINKAGE thread_static Log *log_active;
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#if !BUILD_SUPPLEMENTARY_UNIT
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C_LINKAGE thread_static Log *log_active = 0;
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#endif
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////////////////////////////////
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//~ rjf: Log Creation/Selection
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internal Log *
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log_alloc(void)
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{
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Arena *arena = arena_alloc();
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Log *log = push_array(arena, Log, 1);
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log->arena = arena;
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log->log_buffer_start_pos = arena_pos(arena);
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return log;
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}
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internal void
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log_release(Log *log)
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{
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arena_release(log->arena);
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}
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internal void
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log_select(Log *log)
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{
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log_active = log;
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}
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////////////////////////////////
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//~ rjf: Log Building/Clearing
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internal void
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log_msg(String8 string)
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{
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if(log_active != 0)
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{
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str8_list_push(log_active->arena, &log_active->log_buffer_strings, string);
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}
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}
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internal void
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log_msgf(char *fmt, ...)
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{
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if(log_active != 0)
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{
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Temp scratch = scratch_begin(0, 0);
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va_list args;
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va_start(args, fmt);
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String8 string = push_str8fv(scratch.arena, fmt, args);
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log_msg(string);
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va_end(args);
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scratch_end(scratch);
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}
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}
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internal void
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log_clear(void)
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{
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if(log_active != 0)
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{
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arena_pop_to(log_active->arena, log_active->log_buffer_start_pos);
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MemoryZeroStruct(&log_active->log_buffer_strings);
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}
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}
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