- attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster. - uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes - I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded) - As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago.
50 lines
932 B
C++
50 lines
932 B
C++
#include "../include/JLogger.h"
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#include "../include/JGE.h"
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#include "../include/DebugRoutines.h"
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#include <fstream>
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string JLogger::lastLog = "";
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int JLogger::lastTime = 0;
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void JLogger::Log(const char * text){
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#ifdef DOLOG
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std::ofstream file(LOG_FILE, std::ios_base::app);
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std::stringstream out;
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int newTime = JGEGetTime();
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out << newTime << "(+" << newTime - lastTime << ") :" << text;
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if (file){
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file << out.str();
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file << "\n";
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file.close();
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lastTime = newTime;
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}
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DebugTrace(out.str());
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#endif
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lastLog = text;
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}
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void JLogger::Log(std::string text){
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Log(text.c_str());
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}
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JLogger::JLogger(const char* text) : mText(text)
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{
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#ifdef DOLOG
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std::ostringstream stream;
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stream << mText << ": Start";
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JLogger::Log(stream.str().c_str());
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#endif
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}
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JLogger::~JLogger()
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{
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#ifdef DOLOG
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std::ostringstream stream;
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stream << mText << ": End";
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JLogger::Log(stream.str().c_str());
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#endif
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}
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