Add console open/close functionality to pause menu; update console path in project settings
This commit is contained in:
501
addons/console/console.gd
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501
addons/console/console.gd
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@@ -0,0 +1,501 @@
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extends Node
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var enabled := true
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var enable_on_release_build := false : set = set_enable_on_release_build
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var pause_enabled := false
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signal console_opened
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signal console_closed
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signal console_unknown_command
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class ConsoleCommand:
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var function : Callable
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var arguments : PackedStringArray
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var required : int
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var description : String
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var hidden : bool
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func _init(in_function : Callable, in_arguments : PackedStringArray, in_required : int = 0, in_description : String = ""):
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function = in_function
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arguments = in_arguments
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required = in_required
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description = in_description
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var control := Control.new()
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# If you want to customize the way the console looks, you can direcly modify
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# the properties of the rich text and line edit here:
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var rich_label := RichTextLabel.new()
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var line_edit := LineEdit.new()
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var console_commands := {}
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var command_parameters := {}
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var console_history := []
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var console_history_index := 0
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var was_paused_already := false
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## Usage: Console.add_command("command_name", <function to call>, <number of arguments or array of argument names>, <required number of arguments>, "Help description")
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func add_command(command_name : String, function : Callable, arguments = [], required: int = 0, description : String = "") -> void:
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if (arguments is int):
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# Legacy call using an argument number
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var param_array : PackedStringArray
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for i in range(arguments):
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param_array.append("arg_" + str(i + 1))
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console_commands[command_name] = ConsoleCommand.new(function, param_array, required, description)
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elif (arguments is Array):
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# New array argument system
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var str_args : PackedStringArray
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for argument in arguments:
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str_args.append(str(argument))
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console_commands[command_name] = ConsoleCommand.new(function, str_args, required, description)
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## Adds a secret command that will not show up in the help or auto-complete.
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func add_hidden_command(command_name : String, function : Callable, arguments = [], required : int = 0) -> void:
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add_command(command_name, function, arguments, required)
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console_commands[command_name].hidden = true
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## Removes a command from the console. This should be called on a script's _exit_tree()
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## if you have console commands for things that are unloaded before the project closes.
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func remove_command(command_name : String) -> void:
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console_commands.erase(command_name)
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command_parameters.erase(command_name)
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## Useful if you have a list of possible parameters (ex: level names).
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func add_command_autocomplete_list(command_name : String, param_list : PackedStringArray):
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command_parameters[command_name] = param_list
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func _enter_tree() -> void:
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var console_history_file := FileAccess.open("user://console_history.txt", FileAccess.READ)
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if (console_history_file):
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while (!console_history_file.eof_reached()):
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var line := console_history_file.get_line()
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if (line.length()):
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add_input_history(line)
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var canvas_layer := CanvasLayer.new()
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canvas_layer.layer = 3
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add_child(canvas_layer)
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control.anchor_bottom = 1.0
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control.anchor_right = 1.0
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canvas_layer.add_child(control)
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var style := StyleBoxFlat.new()
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style.bg_color = Color("000000d7")
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rich_label.selection_enabled = true
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rich_label.context_menu_enabled = true
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rich_label.bbcode_enabled = true
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rich_label.scroll_following = true
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rich_label.anchor_right = 1.0
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rich_label.anchor_bottom = 0.5
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rich_label.add_theme_stylebox_override("normal", style)
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control.add_child(rich_label)
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rich_label.append_text("Development console.\n")
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line_edit.anchor_top = 0.5
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line_edit.anchor_right = 1.0
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line_edit.anchor_bottom = 0.5
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line_edit.placeholder_text = "Enter \"help\" for instructions"
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control.add_child(line_edit)
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line_edit.text_submitted.connect(on_text_entered)
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line_edit.text_changed.connect(on_line_edit_text_changed)
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control.visible = false
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process_mode = PROCESS_MODE_ALWAYS
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func _exit_tree() -> void:
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var console_history_file := FileAccess.open("user://console_history.txt", FileAccess.WRITE)
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if (console_history_file):
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var write_index := 0
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var start_write_index := console_history.size() - 100 # Max lines to write
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for line in console_history:
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if (write_index >= start_write_index):
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console_history_file.store_line(line)
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write_index += 1
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func _ready() -> void:
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add_command("quit", quit, 0, 0, "Quits the game.")
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add_command("exit", quit, 0, 0, "Quits the game.")
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add_command("clear", clear, 0, 0, "Clears the text on the console.")
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add_command("delete_history", delete_history, 0, 0, "Deletes the history of previously entered commands.")
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add_command("help", help, 0, 0, "Displays instructions on how to use the console.")
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add_command("commands_list", commands_list, 0, 0, "Lists all commands and their descriptions.")
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add_command("commands", commands, 0, 0, "Lists commands with no descriptions.")
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add_command("calc", calculate, ["mathematical expression to evaluate"], 0, "Evaluates the math passed in for quick arithmetic.")
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add_command("echo", print_line, ["string"], 1, "Prints given string to the console.")
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add_command("echo_warning", print_warning, ["string"], 1, "Prints given string as warning to the console.")
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add_command("echo_info", print_info, ["string"], 1, "Prints given string as info to the console.")
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add_command("echo_error", print_error, ["string"], 1, "Prints given string as an error to the console.")
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add_command("pause", pause, 0, 0, "Pauses node processing.")
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add_command("unpause", unpause, 0, 0, "Unpauses node processing.")
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add_command("exec", exec, 1, 1, "Execute a script.")
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func _input(event : InputEvent) -> void:
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if (event is InputEventKey):
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if (event.get_physical_keycode_with_modifiers() == KEY_QUOTELEFT): # ~ key.
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if (event.pressed):
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toggle_console()
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get_tree().get_root().set_input_as_handled()
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elif (event.physical_keycode == KEY_QUOTELEFT and event.is_command_or_control_pressed()): # Toggles console size or opens big console.
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if (event.pressed):
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if (control.visible):
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toggle_size()
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else:
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toggle_console()
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toggle_size()
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get_tree().get_root().set_input_as_handled()
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elif (event.get_physical_keycode_with_modifiers() == KEY_ESCAPE && control.visible): # Disable console on ESC
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if (event.pressed):
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toggle_console()
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get_tree().get_root().set_input_as_handled()
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if (control.visible and event.pressed):
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if (event.get_physical_keycode_with_modifiers() == KEY_UP):
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get_tree().get_root().set_input_as_handled()
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if (console_history_index > 0):
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console_history_index -= 1
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if (console_history_index >= 0):
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line_edit.text = console_history[console_history_index]
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line_edit.caret_column = line_edit.text.length()
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reset_autocomplete()
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if (event.get_physical_keycode_with_modifiers() == KEY_DOWN):
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get_tree().get_root().set_input_as_handled()
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if (console_history_index < console_history.size()):
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console_history_index += 1
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if (console_history_index < console_history.size()):
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line_edit.text = console_history[console_history_index]
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line_edit.caret_column = line_edit.text.length()
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reset_autocomplete()
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else:
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line_edit.text = ""
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reset_autocomplete()
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if (event.get_physical_keycode_with_modifiers() == KEY_PAGEUP):
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var scroll := rich_label.get_v_scroll_bar()
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var tween := create_tween()
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tween.tween_property(scroll, "value", scroll.value - (scroll.page - scroll.page * 0.1), 0.1)
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get_tree().get_root().set_input_as_handled()
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if (event.get_physical_keycode_with_modifiers() == KEY_PAGEDOWN):
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var scroll := rich_label.get_v_scroll_bar()
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var tween := create_tween()
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tween.tween_property(scroll, "value", scroll.value + (scroll.page - scroll.page * 0.1), 0.1)
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get_tree().get_root().set_input_as_handled()
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if (event.get_physical_keycode_with_modifiers() == KEY_TAB):
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autocomplete()
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get_tree().get_root().set_input_as_handled()
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var suggestions := []
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var current_suggest := 0
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var suggesting := false
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func autocomplete() -> void:
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if (suggesting):
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for i in range(suggestions.size()):
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if (current_suggest == i):
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line_edit.text = str(suggestions[i])
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line_edit.caret_column = line_edit.text.length()
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if (current_suggest == suggestions.size() - 1):
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current_suggest = 0
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else:
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current_suggest += 1
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return
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else:
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suggesting = true
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if (" " in line_edit.text): # We're searching for a parameter to autocomplete
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var split_text := parse_line_input(line_edit.text)
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if (split_text.size() > 1):
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var command := split_text[0]
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var param_input := split_text[1]
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if (command_parameters.has(command)):
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for param in command_parameters[command]:
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if (param_input in param):
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suggestions.append(str(command, " ", param))
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else:
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var sorted_commands := []
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for command in console_commands:
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if (!console_commands[command].hidden):
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sorted_commands.append(str(command))
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sorted_commands.sort()
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sorted_commands.reverse()
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var prev_index := 0
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for command in sorted_commands:
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if (!line_edit.text || command.contains(line_edit.text)):
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var index : int = command.find(line_edit.text)
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if (index <= prev_index):
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suggestions.push_front(command)
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else:
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suggestions.push_back(command)
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prev_index = index
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autocomplete()
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func reset_autocomplete() -> void:
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suggestions.clear()
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current_suggest = 0
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suggesting = false
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func toggle_size() -> void:
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if (control.anchor_bottom == 1.0):
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control.anchor_bottom = 1.9
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else:
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control.anchor_bottom = 1.0
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func disable():
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enabled = false
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toggle_console() # Ensure hidden if opened
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func enable():
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enabled = true
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func toggle_console() -> void:
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if (enabled):
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control.visible = !control.visible
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else:
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control.visible = false
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if (control.visible):
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was_paused_already = get_tree().paused
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get_tree().paused = was_paused_already || pause_enabled
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line_edit.grab_focus()
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console_opened.emit()
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else:
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control.anchor_bottom = 1.0
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scroll_to_bottom()
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reset_autocomplete()
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if (pause_enabled && !was_paused_already):
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get_tree().paused = false
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console_closed.emit()
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func is_visible():
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return control.visible
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func scroll_to_bottom() -> void:
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var scroll: ScrollBar = rich_label.get_v_scroll_bar()
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scroll.value = scroll.max_value - scroll.page
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func print_error(text : Variant, print_godot := false) -> void:
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if not text is String:
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text = str(text)
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print_line("[color=light_coral] ERROR:[/color] %s" % text, print_godot)
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func print_info(text : Variant, print_godot := false) -> void:
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if not text is String:
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text = str(text)
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print_line("[color=light_blue] INFO:[/color] %s" % text, print_godot)
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func print_warning(text : Variant, print_godot := false) -> void:
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if not text is String:
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text = str(text)
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print_line("[color=gold] WARNING:[/color] %s" % text, print_godot)
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func print_line(text : Variant, print_godot := false) -> void:
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if not text is String:
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text = str(text)
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if (!rich_label): # Tried to print something before the console was loaded.
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call_deferred("print_line", text)
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else:
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rich_label.append_text(text)
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rich_label.append_text("\n")
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if (print_godot):
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print(text)
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func parse_line_input(text : String) -> PackedStringArray:
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var out_array : PackedStringArray
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var first_char := true
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var in_quotes := false
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var escaped := false
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var token : String
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for c in text:
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if (c == '\\'):
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escaped = true
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continue
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elif (escaped):
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if (c == 'n'):
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c = '\n'
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elif (c == 't'):
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c = '\t'
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elif (c == 'r'):
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c = '\r'
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elif (c == 'a'):
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c = '\a'
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elif (c == 'b'):
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c = '\b'
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elif (c == 'f'):
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c = '\f'
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escaped = false
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elif (c == '\"'):
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in_quotes = !in_quotes
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continue
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elif (c == ' ' || c == '\t'):
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if (!in_quotes):
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out_array.push_back(token)
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token = ""
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continue
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token += c
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out_array.push_back(token)
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return out_array
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func on_text_entered(new_text : String) -> void:
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scroll_to_bottom()
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reset_autocomplete()
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line_edit.clear()
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if (line_edit.has_method(&"edit")):
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line_edit.call_deferred(&"edit")
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if not new_text.strip_edges().is_empty():
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add_input_history(new_text)
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print_line("[i]> " + new_text + "[/i]")
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var text_split := parse_line_input(new_text)
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var text_command := text_split[0]
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if console_commands.has(text_command):
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var arguments := text_split.slice(1)
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var console_command : ConsoleCommand = console_commands[text_command]
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# calc is a especial command that needs special treatment
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if (text_command.match("calc")):
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var expression := ""
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for word in arguments:
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expression += word
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console_command.function.callv([expression])
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return
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if (arguments.size() < console_command.required):
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print_error("Too few arguments! Required < %d >" % console_command.required)
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return
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elif (arguments.size() > console_command.arguments.size()):
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arguments.resize(console_command.arguments.size())
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# Functions fail to call if passed the incorrect number of arguments, so fill out with blank strings.
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while (arguments.size() < console_command.arguments.size()):
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arguments.append("")
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console_command.function.callv(arguments)
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else:
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console_unknown_command.emit(text_command)
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print_error("Command not found.")
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func on_line_edit_text_changed(new_text : String) -> void:
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reset_autocomplete()
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func quit() -> void:
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get_tree().quit()
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func clear() -> void:
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rich_label.clear()
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func delete_history() -> void:
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console_history.clear()
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console_history_index = 0
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DirAccess.remove_absolute("user://console_history.txt")
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func help() -> void:
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rich_label.append_text(" Built in commands:
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[color=light_green]calc[/color]: Calculates a given expresion
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[color=light_green]clear[/color]: Clears the registry view
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[color=light_green]commands[/color]: Shows a reduced list of all the currently registered commands
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[color=light_green]commands_list[/color]: Shows a detailed list of all the currently registered commands
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[color=light_green]delete_history[/color]: Deletes the commands history
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[color=light_green]echo[/color]: Prints a given string to the console
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[color=light_green]echo_error[/color]: Prints a given string as an error to the console
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[color=light_green]echo_info[/color]: Prints a given string as info to the console
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[color=light_green]echo_warning[/color]: Prints a given string as warning to the console
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[color=light_green]pause[/color]: Pauses node processing
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[color=light_green]unpause[/color]: Unpauses node processing
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[color=light_green]quit[/color]: Quits the game
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Controls:
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[color=light_blue]Up[/color] and [color=light_blue]Down[/color] arrow keys to navigate commands history
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[color=light_blue]PageUp[/color] and [color=light_blue]PageDown[/color] to scroll registry
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[[color=light_blue]Ctrl[/color] + [color=light_blue]~[/color]] to change console size between half screen and full screen
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[color=light_blue]~[/color] or [color=light_blue]Esc[/color] key to close the console
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[color=light_blue]Tab[/color] key to autocomplete, [color=light_blue]Tab[/color] again to cycle between matching suggestions\n\n")
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func calculate(command : String) -> void:
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var expression := Expression.new()
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var error = expression.parse(command)
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if error:
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print_error("%s" % expression.get_error_text())
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return
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var result = expression.execute()
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if not expression.has_execute_failed():
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print_line(str(result))
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else:
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print_error("%s" % expression.get_error_text())
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func commands() -> void:
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var commands := []
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for command in console_commands:
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if (!console_commands[command].hidden):
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commands.append(str(command))
|
||||
commands.sort()
|
||||
rich_label.append_text(" ")
|
||||
rich_label.append_text(str(commands) + "\n\n")
|
||||
|
||||
|
||||
func commands_list() -> void:
|
||||
var commands := []
|
||||
for command in console_commands:
|
||||
if (!console_commands[command].hidden):
|
||||
commands.append(str(command))
|
||||
commands.sort()
|
||||
|
||||
for command in commands:
|
||||
var arguments_string := ""
|
||||
var description : String = console_commands[command].description
|
||||
for i in range(console_commands[command].arguments.size()):
|
||||
if i < console_commands[command].required:
|
||||
arguments_string += " [color=cornflower_blue]<" + console_commands[command].arguments[i] + ">[/color]"
|
||||
else:
|
||||
arguments_string += " <" + console_commands[command].arguments[i] + ">"
|
||||
rich_label.append_text(" [color=light_green]%s[/color][color=gray]%s[/color]: %s\n" % [command, arguments_string, description])
|
||||
rich_label.append_text("\n")
|
||||
|
||||
|
||||
func add_input_history(text : String) -> void:
|
||||
if (!console_history.size() || text != console_history.back()): # Don't add consecutive duplicates
|
||||
console_history.append(text)
|
||||
console_history_index = console_history.size()
|
||||
|
||||
|
||||
func set_enable_on_release_build(enable : bool):
|
||||
enable_on_release_build = enable
|
||||
if (!enable_on_release_build):
|
||||
if (!OS.is_debug_build()):
|
||||
disable()
|
||||
|
||||
|
||||
func pause() -> void:
|
||||
get_tree().paused = true
|
||||
|
||||
func unpause() -> void:
|
||||
get_tree().paused = false
|
||||
|
||||
func exec(filename : String) -> void:
|
||||
var path := "user://%s.txt" % [filename]
|
||||
var script := FileAccess.open(path, FileAccess.READ)
|
||||
if (script):
|
||||
while (!script.eof_reached()):
|
||||
on_text_entered(script.get_line())
|
||||
else:
|
||||
print_error("File %s not found." % [path])
|
1
addons/console/console.gd.uid
Normal file
1
addons/console/console.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ouiu5xh1cs8n
|
11
addons/console/console_plugin.gd
Normal file
11
addons/console/console_plugin.gd
Normal file
@@ -0,0 +1,11 @@
|
||||
@tool
|
||||
extends EditorPlugin
|
||||
|
||||
|
||||
func _enter_tree():
|
||||
print("Console plugin activated.")
|
||||
add_autoload_singleton("Console", "res://addons/console/console.gd")
|
||||
|
||||
|
||||
func _exit_tree():
|
||||
remove_autoload_singleton("Console")
|
1
addons/console/console_plugin.gd.uid
Normal file
1
addons/console/console_plugin.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cv2joe2dgkub1
|
7
addons/console/plugin.cfg
Normal file
7
addons/console/plugin.cfg
Normal file
@@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="Developer Console"
|
||||
description="Developer console. Press ~ to activate it in game and execute commands."
|
||||
author="jitspoe"
|
||||
version="1.3.1"
|
||||
script="console_plugin.gd"
|
Submodule addons/godot-console deleted from 5315f2bedd
Reference in New Issue
Block a user