Files
TrinityCore/dep/include/g3dlite/G3D/debugPrintf.h
click e777161888 HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier)
+ reduced Vmap size to less than one third, and improve precision
+ indoor/outdoor check which allows automatic unmounting of players
+ additional area information from WMOAreaTable.dbc, removed existing "hacks"
+ WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!)
- buildfiles for windows are not properly done, and will need to be sorted out
NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault !
THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK!

--HG--
branch : trunk
2010-06-05 00:59:25 +02:00

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C++

/**
@file debugPrintf.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-08-26
@edited 2007-07-20
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_DEBUGPRINTF_H
#define G3D_DEBUGPRINTF_H
#include "G3D/platform.h"
#include <stdio.h>
#include <cstdarg>
#include "G3D/format.h"
#include <string>
namespace G3D {
typedef void (*ConsolePrintHook)(const std::string&);
namespace _internal {
extern ConsolePrintHook _consolePrintHook;
}
/** Called by consolePrintf after the log and terminal have been written to.
Used by GConsole to intercept printing routines.*/
void setConsolePrintHook(ConsolePrintHook h);
ConsolePrintHook consolePrintHook();
/**
Sends output to the log and to the last GConsole instantiated.
Guarantees that the output has been flushed by the time the routine
returns.
@sa G3D::logPrintf, G3D::screenPrintf
@return The string that was printed
*/
std::string __cdecl consolePrintf(const char* fmt ...) G3D_CHECK_PRINTF_ARGS;
std::string consolePrint(const std::string&);
/**
Under visual studio, appears in the VS debug pane.
On unix-based operating systems the output is sent to stderr.
Also sends output to the console (G3D::consolePrintf) if there is a consolePrintHook,
and log (G3D::logPrintf), and flushes before returning.
@return The string that was printed
*/
std::string __cdecl debugPrintf(const char* fmt ...) G3D_CHECK_PRINTF_ARGS;
std::string debugPrint(const std::string&);
} // namespace G3D
#endif