我想通过使用3D渲染器提供std :: cout或类似QDebug的功能来创建一个可以帮助我进行调试的类。
我有以下渲染器方法,我现在正在使用
IRenderer::renderText(int posX, int posY, const float* color, const char* text, ...);
// E.g.
int i;
float f;
float color[] = {1, 1, 1, 1};
renderer->renderText(50, 50, color, "Float %f followed by int %i", f, i);
这实际上工作正常,但我想知道是否可以创建一个允许我这样做的类:
debug() << "My variables: " << i << ", " << "f";
我假设有一个模板函数会根据输入类型构建要传递给renderText()
的字符串,但我不太清楚如何实现它。
答案 0 :(得分:2)
Rob的回答的替代方法是在自定义记录器类中包含ostringstream
,并使用析构函数进行记录:
#include <iostream>
#include <sstream>
class MyLogger
{
protected:
std::ostringstream ss;
public:
~MyLogger()
{
std::cout << "Hey ma, I'm a custom logger! " << ss.str();
//renderer->renderText(50, 50, color, ss.str());
}
std::ostringstream& Get()
{
return ss;
}
};
int main()
{
int foo = 12;
bool bar = false;
std::string baz = "hello world";
MyLogger().Get() << foo << bar << baz << std::endl;
// less verbose to use a macro:
#define MY_LOG() MyLogger().Get()
MY_LOG() << baz << bar << foo << std::endl;
return 0;
}
答案 1 :(得分:0)
我喜欢从std :: ostream派生我的日志类,所以我得到了所有的流优点。诀窍是将所有特定于应用程序的代码放在关联的streambuf类中。考虑这个工作示例。要修改它以满足您的需求,只需重写CLogBuf::sync()
,如下所示:
int sync() {
renderer->renderText(50, 50, color, "%s", str());
str("");
return false;
}
示例:
#include <iostream>
#include <sstream>
class CLogger : public std::ostream {
private:
class CLogBuf : public std::stringbuf {
private:
// or whatever you need for your application
std::string m_marker;
public:
CLogBuf(const std::string& marker) : m_marker(marker) { }
~CLogBuf() { pubsync(); }
int sync() { std::cout << m_marker << ": " << str(); str(""); return !std::cout; }
};
public:
// Other constructors could specify filename, etc
// just remember to pass whatever you need to CLogBuf
CLogger(const std::string& marker) : std::ostream(new CLogBuf(marker)) {}
~CLogger() { delete rdbuf(); }
};
int main()
{
CLogger hi("hello");
CLogger bye("goodbye");
hi << "hello, world" << std::endl;
hi << "Oops, forgot to flush.\n";
bye << "goodbye, cruel world\n" << std::flush;
bye << "Cough, cough.\n";
}