namespace
{
#if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_MULTI_LANGUAGE_SUPPORT");
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_MULTI_LANGUAGE_SUPPORT");
#endif
const Dali::Toolkit::Text::Character UTF32_A = 0x0041;
const Vector<ScriptRun>& scripts,
Vector<FontRun>& fonts )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "-->MultilanguageSupport::ValidateFonts\n" );
+ DALI_LOG_INFO( gLogFilter, Debug::General, "-->MultilanguageSupport::ValidateFonts\n" );
const Length numberOfCharacters = text.Count();
if( 0u == numberOfCharacters )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "<--MultilanguageSupport::ValidateFonts\n" );
+ DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
// Nothing to do if there are no characters.
return;
}
// Store the last run.
fonts.PushBack( currentFontRun );
}
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "<--MultilanguageSupport::ValidateFonts\n" );
+ DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
}
} // namespace Internal