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using System;
using System.IO;
using System.Text;
namespace StardewModdingAPI.Framework.Logging
{
/// <summary>A text writer which allows intercepting output.</summary>
internal class InterceptingTextWriter : TextWriter
{
/*********
** Accessors
*********/
/// <summary>The underlying console output.</summary>
public TextWriter Out { get; }
/// <summary>The character encoding in which the output is written.</summary>
public override Encoding Encoding => this.Out.Encoding;
/// <summary>Whether to intercept console output.</summary>
public bool ShouldIntercept { get; set; }
/// <summary>The event raised when a message is written to the console directly.</summary>
public event Action<string> OnMessageIntercepted;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="output">The underlying output writer.</param>
public InterceptingTextWriter(TextWriter output)
{
this.Out = output;
}
/// <summary>Writes a subarray of characters to the text string or stream.</summary>
/// <param name="buffer">The character array to write data from.</param>
/// <param name="index">The character position in the buffer at which to start retrieving data.</param>
/// <param name="count">The number of characters to write.</param>
public override void Write(char[] buffer, int index, int count)
{
if (this.ShouldIntercept)
this.OnMessageIntercepted?.Invoke(new string(buffer, index, count).TrimEnd('\r', '\n'));
else
this.Out.Write(buffer, index, count);
}
/// <summary>Writes a character to the text string or stream.</summary>
/// <param name="ch">The character to write to the text stream.</param>
/// <remarks>Console log messages from the game should be caught by <see cref="Write(char[],int,int)"/>. This method passes through anything that bypasses that method for some reason, since it's better to show it to users than hide it from everyone.</remarks>
public override void Write(char ch)
{
this.Out.Write(ch);
}
/// <summary>Releases the unmanaged resources used by the <see cref="T:System.IO.TextWriter" /> and optionally releases the managed resources.</summary>
/// <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
protected override void Dispose(bool disposing)
{
this.OnMessageIntercepted = null;
}
}
}
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