scummvm/engines/ags/engine/debugging/console_output_target.cpp
2021-12-26 18:48:43 +01:00

48 lines
1.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/engine/debugging/console_output_target.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/globals.h"
namespace AGS3 {
namespace AGS {
namespace Engine {
ConsoleOutputTarget::ConsoleOutputTarget() {
}
ConsoleOutputTarget::~ConsoleOutputTarget() {}
void ConsoleOutputTarget::PrintMessage(const DebugMessage &msg) {
// limit number of characters for console
// TODO: is there a way to find out how many characters can fit in?
_G(debug_line)[_G(last_debug_line)] = msg.Text.Left(99);
_G(last_debug_line) = (_G(last_debug_line) + 1) % DEBUG_CONSOLE_NUMLINES;
if (_G(last_debug_line) == _G(first_debug_line))
_G(first_debug_line) = (_G(first_debug_line) + 1) % DEBUG_CONSOLE_NUMLINES;
}
} // namespace Engine
} // namespace AGS
} // namespace AGS3