// // Created by illyum on 9/15/2024. // #include #include void ShowLogger(); int main() { ShowLogger(); return 0; } void ShowLogger() { // The logger needs to be initialized before you can use it. // This will be done by the engine, NEVER the user. ICEngine::Log::Init(); // Before using the logger macros, you may want to configure logging options such as log levels and output streams. // By default, the logger outputs to std::cout, but you can add more streams (e.g., files) or set the log level as needed. // Logging Levels: // - OFF // - TRACE // - DEBUG // - WARN // - ERROR // - CRITICAL // - FATAL ICEngine::Log::GetCoreLogger()->SetLevel(ICEngine::TRACE); ICEngine::Log::GetAppLogger()->SetLevel(ICEngine::TRACE); // You can have multiple log streams, ie console + file etc // You do not need to have the same streams for each logger #include std::ofstream coreFileStream("core_logs.txt"); std::ofstream appFileStream("app_logs.txt"); ICEngine::Log::GetCoreLogger()->AddStream(&coreFileStream); ICEngine::Log::GetAppLogger()->AddStream(&appFileStream); // You can log multiple different types with formatting int age = 30; std::string module = "Network"; // CORE logger is intended for internal engine or core-level logging // In most cases, you won't need to use CORE logging in game/application code, // but it's available for engine-level diagnostics if necessary CORE_LOG_TRACE("Initializing {} with age {}", module, age); // Logs a trace-level message, useful for very detailed information CORE_LOG_DEBUG("This is an example of a debug message"); // Logs a debug message, typically used for debugging purposes CORE_LOG_WARN("This is an example of a warn message"); // Logs a warning, indicating a non-critical issue that should be investigated CORE_LOG_ERROR("This is an example of an error message"); // Logs an error, signaling that something has gone wrong but the engine can still run CORE_LOG_CRITICAL("This is an example of a critical message\n"); // Logs a critical issue, often indicating a major problem in the core system that needs immediate attention. // CORE_LOG_FATAL: Logs a fatal error that crashes the application. Fatal errors in the core usually lead to dumping information into crash logs // and stopping the program. Use with extreme caution and only in situations where the application can't recover // CORE_LOG_FATAL("This is an example of a fatal message"); // These macros are designed for logging from your game or application code // They allow you to monitor application flow, errors, and warnings from the perspective of the game logic or app layer LOG_TRACE("App took longer to respond than expected: {} seconds", 2.34); // Logs a trace message, ideal for fine-grained, verbose debugging details LOG_DEBUG("This is an example of a debug message"); // Logs a debug message, typically used to help trace the execution during development LOG_WARN("This is an example of a warn message"); // Logs a warning, indicating something unexpected happened, but the application can continue running LOG_ERROR("This is an example of an error message"); // Logs an error, signaling that an issue occurred that may require attention but is not catastrophic LOG_CRITICAL("This is an example of a critical message"); // Logs a critical message, suggesting something very wrong happened, but the program may still attempt to run // LOG_FATAL: Logs a fatal error in the application layer. This will trigger the Fatal Handler, which you can override // The Fatal Handler provides a mechanism for handling unrecoverable errors gracefully, allowing you to define how the application reacts to fatal crashes // LOG_FATAL("This is an example of log fatal crash!"); }