godot-lportal/ldebug.h

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#pragma once
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// most of the performance sensitive debug output will be compiled out in release builds
// you won't be able to get frame debugging of the visibility tree though.
#ifdef DEBUG_ENABLED
#define LPRINT_RUN(a, b) {String sz;\
for (int n=0; n<Lawn::LDebug::m_iTabDepth; n++)\
sz += "\t";\
LPRINT(a, sz + b);}
#else
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#define LPRINT_RUN(a, b) ;
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#endif
#define LPRINT(a, b) if (!Lawn::LDebug::m_bRunning) {\
if (a >= Lawn::LDebug::m_iLoggingLevel)\
{\
Lawn::LDebug::print(b);\
}\
}
#define LWARN(a, b) if (a >= Lawn::LDebug::m_iWarningLevel)\
{\
Lawn::LDebug::print(String("\tWARNING : ") + b);\
}
namespace Lawn
{
class LDebug
{
public:
static void print(String sz);
static int m_iLoggingLevel;
static int m_iWarningLevel;
static bool m_bRunning;
static int m_iTabDepth;
};
} // namespace