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[Core] Add Engine.print_to_stout
setting to control printing
Also added notes to the related project settings pointing to the `Engine` properties.
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@ -267,6 +267,14 @@ bool Engine::is_extra_gpu_memory_tracking_enabled() const {
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return extra_gpu_memory_tracking;
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}
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void Engine::set_print_to_stdout(bool p_enabled) {
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CoreGlobals::print_line_enabled = p_enabled;
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}
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bool Engine::is_printing_to_stdout() const {
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return CoreGlobals::print_line_enabled;
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}
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void Engine::set_print_error_messages(bool p_enabled) {
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CoreGlobals::print_error_enabled = p_enabled;
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}
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@ -128,6 +128,9 @@ public:
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void set_time_scale(double p_scale);
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double get_time_scale() const;
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void set_print_to_stdout(bool p_enabled);
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bool is_printing_to_stdout() const;
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void set_print_error_messages(bool p_enabled);
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bool is_printing_error_messages() const;
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void print_header(const String &p_string) const;
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@ -1848,6 +1848,14 @@ String Engine::get_write_movie_path() const {
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return ::Engine::get_singleton()->get_write_movie_path();
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}
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void Engine::set_print_to_stdout(bool p_enabled) {
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::Engine::get_singleton()->set_print_to_stdout(p_enabled);
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}
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bool Engine::is_printing_to_stdout() const {
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return ::Engine::get_singleton()->is_printing_to_stdout();
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}
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void Engine::set_print_error_messages(bool p_enabled) {
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::Engine::get_singleton()->set_print_error_messages(p_enabled);
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}
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@ -1916,10 +1924,14 @@ void Engine::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_write_movie_path"), &Engine::get_write_movie_path);
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ClassDB::bind_method(D_METHOD("set_print_to_stdout", "enabled"), &Engine::set_print_to_stdout);
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ClassDB::bind_method(D_METHOD("is_printing_to_stdout"), &Engine::is_printing_to_stdout);
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ClassDB::bind_method(D_METHOD("set_print_error_messages", "enabled"), &Engine::set_print_error_messages);
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ClassDB::bind_method(D_METHOD("is_printing_error_messages"), &Engine::is_printing_error_messages);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "print_error_messages"), "set_print_error_messages", "is_printing_error_messages");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "print_to_stdout"), "set_print_to_stdout", "is_printing_to_stdout");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "physics_ticks_per_second"), "set_physics_ticks_per_second", "get_physics_ticks_per_second");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_physics_steps_per_frame"), "set_max_physics_steps_per_frame", "get_max_physics_steps_per_frame");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_fps"), "set_max_fps", "get_max_fps");
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@ -567,6 +567,9 @@ public:
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// `set_write_movie_path()` is not exposed to the scripting API as changing it at run-time has no effect.
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String get_write_movie_path() const;
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void set_print_to_stdout(bool p_enabled);
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bool is_printing_to_stdout() const;
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void set_print_error_messages(bool p_enabled);
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bool is_printing_error_messages() const;
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@ -856,7 +856,7 @@
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GD.Print("a", "b", a); // Prints ab[1, 2, 3]
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
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[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. See also [member Engine.print_to_stdout] and [member ProjectSettings.application/run/disable_stdout].
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</description>
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</method>
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<method name="print_rich" qualifiers="vararg">
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@ -337,6 +337,10 @@
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[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
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[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. In a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default).
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</member>
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<member name="print_to_stdout" type="bool" setter="set_print_to_stdout" getter="is_printing_to_stdout" default="true">
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If [code]false[/code], stops printing messages (for example using [method @GlobalScope.print]) to the console, log files, and editor Output log. This property is equivalent to the [member ProjectSettings.application/run/disable_stdout] project setting.
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[b]Note:[/b] This does not stop printing errors or warnings produced by scripts to the console or log files, for more details see [member print_error_messages].
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</member>
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<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
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The speed multiplier at which the in-game clock updates, compared to real time. For example, if set to [code]2.0[/code] the game runs twice as fast, and if set to [code]0.5[/code] the game runs half as fast.
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This value affects [Timer], [SceneTreeTimer], and all other simulations that make use of [code]delta[/code] time (such as [method Node._process] and [method Node._physics_process]).
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@ -314,11 +314,11 @@
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</member>
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<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
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If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also [member application/run/disable_stdout].
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Changes to this setting will only be applied upon restarting the application.
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Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_error_messages].
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</member>
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<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
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If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. See also [member application/run/disable_stderr].
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Changes to this setting will only be applied upon restarting the application.
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Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_to_stdout].
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</member>
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<member name="application/run/enable_alt_space_menu" type="bool" setter="" getter="" default="false">
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If [code]true[/code], allows the [kbd]Alt + Space[/kbd] keys to display the window menu. This menu allows the user to perform various window management operations such as moving, resizing, or minimizing the window.
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