My Project
FileLogger.h
1 #pragma once
2 
3 #include <string>
4 #include <set>
5 namespace ParaEngine
6 {
7  using namespace std;
19  {
20  public:
21  CFileLogger(void);
22  ~CFileLogger(void);
24  static CFileLogger* GetInstance();
25 
26  public:
43  bool LoadLogFromFile(const char* filename);
44 
48  bool SaveLogToFile(const char* filename);
49 
51  bool BeginFileLog();
53  void EndFileLog();
54 
60  void AddFile(const char* filename,bool bReadOnly = true);
61 
67  void MirrorFiles(const char* dirName, bool bOverwrite = false);
68 
77  void UpdateMirrorFiles(const char* dirName, bool bOverwrite = true);
78 
83  void AddExcludeFilter(const char* sPattern);
84 
86  void Reset();
87 
89  bool IsBegin();
90 
92  bool HasFile(const string& filename);
93  private:
95  set<string> m_entries;
96  bool m_bIsBegin;
97  };
98 }
It is a singleton class that is tightly integrated to the game engine.
Definition: FileLogger.h:18
different physics engine has different winding order.
Definition: EventBinding.h:32