Fixed some typos.
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80adda7afb
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@ -3,7 +3,7 @@ using System;
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namespace SlatedGameToolkit.Framework.Exceptions
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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{
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/// <summary>
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/// <summary>
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/// An exception that is thrown when an error occurrs on the game framework level that shouldn't have occurred and is definitely considered a bug.
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/// An exception that is thrown when an error occurs on the game framework level that shouldn't have occurred and is definitely considered a bug.
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/// </summary>
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/// </summary>
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internal class InternalFrameworkException : FrameworkException {
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internal class InternalFrameworkException : FrameworkException {
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const string ADDITIONAL_MESSAGE = "**This exception is a framework bug!**";
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const string ADDITIONAL_MESSAGE = "**This exception is a framework bug!**";
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@ -4,7 +4,7 @@ using SDL2;
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namespace SlatedGameToolkit.Framework.Exceptions
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namespace SlatedGameToolkit.Framework.Exceptions
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{
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{
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/// <summary>
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/// <summary>
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/// An SDLException is defined as an exception that is thrown whenever an error occurrs in any SDL functions.
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/// An SDLException is defined as an exception that is thrown whenever an error occurs in any SDL functions.
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/// </summary>
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/// </summary>
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[Serializable]
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[Serializable]
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public class SDLException : FrameworkException {
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public class SDLException : FrameworkException {
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@ -79,7 +79,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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/// Whether or not to attempt to perform vertical synchronization.
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/// Whether or not to attempt to perform vertical synchronization.
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/// Will use adaptive sync if supported.
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/// Will use adaptive sync if supported.
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/// If this window is not the current active window, retrieving and setting requires a context switch.
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/// If this window is not the current active window, retrieving and setting requires a context switch.
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/// If a context switch was nessecary, will automatically switch back to previous once operation is complete.
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/// If a context switch was necessary, will automatically switch back to previous once operation is complete.
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/// If neither normal VSync or adaptive sync are available, enabling will throw an OptionalSDLException.
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/// If neither normal VSync or adaptive sync are available, enabling will throw an OptionalSDLException.
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/// </summary>
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/// </summary>
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/// <value></value>
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/// <value></value>
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@ -12,6 +12,6 @@ namespace SlatedGameToolkit.Framework.Logging
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/// <param name="message">The message to be logged.</param>
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/// <param name="message">The message to be logged.</param>
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/// <param name="time">The time at which this message was requested to be logged.</param>
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/// <param name="time">The time at which this message was requested to be logged.</param>
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/// <param name="level">The severity of this message.</param>
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/// <param name="level">The severity of this message.</param>
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void LogMesesage(string message, DateTime time, LogLevel level);
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void LogMessage(string message, DateTime time, LogLevel level);
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}
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}
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}
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}
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@ -10,12 +10,12 @@ namespace SlatedGameToolkit.Framework.Logging
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/// Logs the message to listeners that are listening to the set severity of the message or greater.
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/// Logs the message to listeners that are listening to the set severity of the message or greater.
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/// </summary>
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/// </summary>
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/// <param name="message">The message to log.</param>
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/// <param name="message">The message to log.</param>
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/// <param name="level">The level of severity, by defeault, info.</param>
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/// <param name="level">The level of severity, by default, info.</param>
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public static void Log(string message, LogLevel level = LogLevel.INFO) {
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public static void Log(string message, LogLevel level = LogLevel.INFO) {
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foreach (ILogListener listener in listeners)
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foreach (ILogListener listener in listeners)
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{
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{
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if (level <= listener.Level) {
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if (level <= listener.Level) {
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listener.LogMesesage(message, DateTime.Now, level);
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listener.LogMessage(message, DateTime.Now, level);
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}
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}
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}
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}
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}
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}
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@ -15,7 +15,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
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this.interaction = interaction;
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this.interaction = interaction;
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}
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}
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public void LogMesesage(string message, DateTime time, LogLevel level)
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public void LogMessage(string message, DateTime time, LogLevel level)
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{
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{
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Console.SetCursorPosition(0, Console.CursorTop);
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Console.SetCursorPosition(0, Console.CursorTop);
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Console.WriteLine(string.Format("Engine [{0}] [{1}]: {2}", level, time.ToString("H:mm:ss"), message));
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Console.WriteLine(string.Format("Engine [{0}] [{1}]: {2}", level, time.ToString("H:mm:ss"), message));
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