This commit is contained in:
2026-09-10 07:47:15 -04:00
parent 1f555ed3e4
commit 1c4d0ecbfe
39 changed files with 1499 additions and 2357 deletions
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extends Node
const CONSOLE_THEME : String = &"console/theme"
const CONSOLE_SCALE : String = &"console/scale"
const CONSOLE_HEIGHT : String = &"console/height"
const CONSOLE_COLOR_WARNING : String = &"console/color_warning"
const CONSOLE_COLOR_ERROR : String = &"console/color_error"
const CONSOLE_COLOR_INFO : String = &"console/color_info"
const CONSOLE_COLOR_LITERAL : String = &"console/color_literal"
const CONSOLE_TABSTOP : String = &"console/tabstop"
const color_dictionary : Dictionary[String, Color] = {
CONSOLE_COLOR_ERROR: Color.LIGHT_CORAL,
CONSOLE_COLOR_INFO: Color.LIGHT_BLUE,
CONSOLE_COLOR_LITERAL: Color.PALE_GREEN,
CONSOLE_COLOR_WARNING: Color.LIGHT_GOLDENROD
}
var enabled : bool = true
var enable_on_release_build : bool = false : set = set_enable_on_release_build
var pause_enabled : bool = false
var font_size : int : set = _set_font_size
## What visual scale should the console be
var console_scale : float : set = set_console_scale
## Is the console in full screen or part screen mode
var console_full_screen : bool = false
var _conosle_tween_time : float = 5
signal console_opened
signal console_closed
signal console_unknown_command
signal console_cvar_changed(cvar_name : String, value : Variant)
class ConsoleCommand:
var function : Callable
var arguments : PackedStringArray
var required : int
var description : String
var hidden : bool
func _init(in_function : Callable, in_arguments : PackedStringArray, in_required : int = 0, in_description : String = ""):
function = in_function
arguments = in_arguments
required = in_required
description = in_description
class ConsoleCvar:
var name : String
var description : String
var type : int
var save : bool
var value : Variant
var object : Object
var property : String
func _init(in_name : String, in_type : int, in_description : String = "", in_save : bool = false):
name = in_name
type = in_type
description = in_description
save = in_save
func is_reference() -> bool:
return object != null
func is_alive() -> bool:
return object == null or is_instance_valid(object)
func get_value() -> Variant:
if object != null:
return object.get_indexed(property)
return value
func set_value(new_value : Variant) -> void:
if object != null:
object.set_indexed(property, new_value)
else:
value = new_value
var theme : Theme
var canvas_layer : CanvasLayer = CanvasLayer.new()
var v_box_container : VBoxContainer = VBoxContainer.new()
# If you want to customize the way the console looks, you can direcly modify
# the properties of the rich text and line edit here:
var rich_label : RichTextLabel = RichTextLabel.new()
var panel : Panel = Panel.new()
var line_edit : LineEdit = LineEdit.new()
var console_commands : Dictionary[String, ConsoleCommand] = {}
var console_cvars : Dictionary[String, ConsoleCvar] = {}
# Pending values are applied when cvars are registered (if loaded from config)
var _pending_cvar_values : Dictionary[String, Variant] = {}
var command_parameters : Dictionary[String, PackedStringArray] = {}
var console_history : Array[String] = []
var console_history_index : int = 0
var was_paused_already : bool = false
var tab_string : String = " "
var text_block_cache : Array[String]
## Usage: Console.add_command("command_name", <function to call>, <number of arguments or array of argument names>, <required number of arguments>, "Help description")
func add_command(command_name : String, function : Callable, arguments = [], required: int = 0, description : String = "") -> void:
if (arguments is int):
# Legacy call using an argument number
var param_array : PackedStringArray
for i in range(arguments):
param_array.append("arg_" + str(i + 1))
console_commands[command_name] = ConsoleCommand.new(function, param_array, required, description)
elif (arguments is Array):
# New array argument system
var str_args : PackedStringArray
for argument in arguments:
str_args.append(str(argument))
console_commands[command_name] = ConsoleCommand.new(function, str_args, required, description)
## Adds a secret command that will not show up in the help or auto-complete.
func add_hidden_command(command_name : String, function : Callable, arguments = [], required : int = 0) -> void:
add_command(command_name, function, arguments, required)
console_commands[command_name].hidden = true
## Removes a command from the console. This should be called on a script's _exit_tree()
## if you have console commands for things that are unloaded before the project closes.
func remove_command(command_name : String) -> void:
console_commands.erase(command_name)
command_parameters.erase(command_name)
## Registers an auto-managed cvar that stores its value internally.
## Type the name to print the value, or "name value" to set it. The value is coerced to the
## type of default_value. If save is true, the value is persisted to user://console_cvars.txt.
## Usage: Console.add_cvar("cl_fov", 90.0, "Field of view.", true)
func add_cvar(cvar_name : String, default_value : Variant, description : String = "", save : bool = false) -> void:
var cvar := ConsoleCvar.new(cvar_name, typeof(default_value), description, save)
cvar.value = default_value
console_cvars[cvar_name] = cvar
_apply_pending_cvar_value(cvar)
## Registers a cvar that reads from and writes to a property on another object.
## The cvar type is inferred from the property's current value. property may be a nested path
## (ex: "position:x").
## Usage: Console.add_cvar_reference("cl_fov", camera, "fov", "Camera field of view.")
func add_cvar_reference(cvar_name : String, object : Object, property : String, description : String = "", save : bool = false) -> void:
if not is_instance_valid(object):
print_error("Cannot register cvar \"%s\": invalid object." % cvar_name)
return
var cvar := ConsoleCvar.new(cvar_name, typeof(object.get_indexed(property)), description, save)
cvar.object = object
cvar.property = property
console_cvars[cvar_name] = cvar
_apply_pending_cvar_value(cvar)
## Removes a cvar. Call this on _exit_tree() for reference cvars whose object is freed early.
func remove_cvar(cvar_name : String) -> void:
console_cvars.erase(cvar_name)
## Returns the current value of a cvar, or null if it doesn't exist / its object was freed.
func get_cvar(cvar_name : String) -> Variant:
if console_cvars.has(cvar_name):
var cvar : ConsoleCvar = console_cvars[cvar_name]
if cvar.is_alive():
return cvar.get_value()
return null
## Sets the value of a cvar programmatically (no string coercion) and emits console_cvar_changed.
func set_cvar(cvar_name : String, value : Variant) -> void:
if console_cvars.has(cvar_name):
var cvar : ConsoleCvar = console_cvars[cvar_name]
if cvar.is_alive():
cvar.set_value(value)
console_cvar_changed.emit(cvar_name, value)
func _apply_pending_cvar_value(cvar : ConsoleCvar) -> void:
if cvar.save and _pending_cvar_values.has(cvar.name):
var saved_value : Variant = _pending_cvar_values[cvar.name]
if typeof(saved_value) != cvar.type:
saved_value = type_convert(saved_value, cvar.type)
cvar.set_value(saved_value)
_pending_cvar_values.erase(cvar.name)
## Coerces a string into the given Variant.Type. Returns [success : bool, value : Variant].
func _coerce_string_to_type(string_value : String, type : int) -> Array:
match type:
TYPE_BOOL:
var lower := string_value.strip_edges().to_lower()
if lower in ["1", "true", "yes", "on"]:
return [true, true]
if lower in ["0", "false", "no", "off"]:
return [true, false]
return [false, null]
TYPE_INT:
var int_string := string_value.strip_edges()
if int_string.is_valid_int():
return [true, int_string.to_int()]
return [false, null]
TYPE_FLOAT:
var float_string := string_value.strip_edges()
if float_string.is_valid_float():
return [true, float_string.to_float()]
return [false, null]
TYPE_STRING:
return [true, string_value]
TYPE_STRING_NAME:
return [true, StringName(string_value)]
_:
# Complex types (Vector2, etc.) require GDScript literal syntax, ex: "Vector2(1, 2)".
var parsed : Variant = str_to_var(string_value)
if parsed != null and typeof(parsed) == type:
return [true, parsed]
return [false, null]
func _print_cvar_value(cvar : ConsoleCvar) -> void:
print_line("%s = [system_color color=CONSOLE_COLOR_LITERAL]%s[/system_color]" % [cvar.name, str(cvar.get_value())])
func _handle_cvar(cvar : ConsoleCvar, arguments : PackedStringArray) -> void:
if not cvar.is_alive():
print_error("Variable \"%s\" references a freed object." % cvar.name)
return
if arguments.is_empty():
_print_cvar_value(cvar)
if cvar.description:
print_line("%s%s" % [tab_string, cvar.description])
return
var raw_value := " ".join(arguments)
var result := _coerce_string_to_type(raw_value, cvar.type)
if not result[0]:
print_error("Invalid value \"%s\" for variable \"%s\" (expected %s)." % [raw_value, cvar.name, type_string(cvar.type)])
return
cvar.set_value(result[1])
console_cvar_changed.emit(cvar.name, result[1])
_print_cvar_value(cvar)
## Useful if you have a list of possible parameters (ex: level names).
func add_command_autocomplete_list(command_name : String, param_list : PackedStringArray):
command_parameters[command_name] = param_list
func _enter_tree() -> void:
var console_history_file := FileAccess.open("user://console_history.txt", FileAccess.READ)
if (console_history_file):
while (!console_history_file.eof_reached()):
var line := console_history_file.get_line()
if (line.length()):
add_input_history(line)
# Load persisted cvar values. They're stashed until the matching cvar is registered.
var console_cvars_file := FileAccess.open("user://console_cvars.txt", FileAccess.READ)
if (console_cvars_file):
while (!console_cvars_file.eof_reached()):
var line := console_cvars_file.get_line()
if (line.length()):
var split := line.split(" ", true, 1) # "name var_to_str(value)"
if (split.size() == 2):
_pending_cvar_values[split[0]] = str_to_var(split[1])
if ProjectSettings.has_setting(CONSOLE_THEME):
theme = load(ProjectSettings.get_setting(CONSOLE_THEME))
if theme:
v_box_container.theme = theme
if ProjectSettings.has_setting(CONSOLE_TABSTOP):
tab_string = ""
for i in range(ProjectSettings.get_setting(CONSOLE_TABSTOP)):
tab_string += " "
canvas_layer.layer = ProjectSettings.get_setting(&"console/canvas_layer", 3)
add_child(canvas_layer)
console_scale = _get_console_scale_setting()
v_box_container.offset_bottom = 0
v_box_container.offset_left = 0
v_box_container.offset_right = 0
v_box_container.offset_top = 0
canvas_layer.add_child(v_box_container)
panel.size_flags_vertical = Control.SIZE_FILL ^ Control.SIZE_EXPAND
v_box_container.add_child(panel)
rich_label.selection_enabled = true
rich_label.context_menu_enabled = true
rich_label.bbcode_enabled = true
rich_label.scroll_following = true
rich_label.anchor_right = 1.0
rich_label.anchor_bottom = 1.0
rich_label.install_effect(preload("res://addons/console/system_color.gd").new())
panel.add_child(rich_label)
rich_label.append_text("Development console.\n")
line_edit.anchor_right = 1.0
line_edit.placeholder_text = "Enter \"help\" for instructions"
if font_size > 0:
line_edit.add_theme_font_size_override("font_size", font_size)
v_box_container.add_child(line_edit)
line_edit.text_submitted.connect(_on_text_entered)
line_edit.text_changed.connect(_on_line_edit_text_changed)
v_box_container.visible = false
process_mode = PROCESS_MODE_ALWAYS
## Get the scale of the console from the settings -- if this is not in the system settings return a default value
func _get_console_scale_setting() -> float:
if ProjectSettings.has_setting(CONSOLE_SCALE):
return ProjectSettings.get_setting(CONSOLE_SCALE)
return 1.0
## Set the console scale
func set_console_scale(scale : float):
console_scale = scale
v_box_container.scale = Vector2(console_scale, console_scale)
v_box_container.anchor_right = _get_console_width()
v_box_container.anchor_bottom = _get_console_height()
## Get the height of the console - this is related to the scaling of the console
func _get_console_height() -> float:
if console_full_screen:
return 1.0 / console_scale
if ProjectSettings.has_setting(CONSOLE_HEIGHT):
return ProjectSettings.get_setting(CONSOLE_HEIGHT) / console_scale
return 0.5 / console_scale
func _get_console_width() -> float:
return 1.0 / console_scale
func _set_font_size(value: int) -> void:
font_size = value
if value > 0:
line_edit.add_theme_font_size_override("font_size", font_size)
rich_label.add_theme_font_size_override("normal_font_size", font_size)
rich_label.add_theme_font_size_override("bold_font_size", font_size)
rich_label.add_theme_font_size_override("bold_italics_font_size", font_size)
rich_label.add_theme_font_size_override("italics_font_size", font_size)
rich_label.add_theme_font_size_override("mono_font_size", font_size)
else:
line_edit.remove_theme_font_size_override("font_size")
rich_label.remove_theme_font_size_override("normal_font_size")
rich_label.remove_theme_font_size_override("bold_font_size")
rich_label.remove_theme_font_size_override("bold_italics_font_size")
rich_label.remove_theme_font_size_override("italics_font_size")
rich_label.remove_theme_font_size_override("mono_font_size")
func _exit_tree() -> void:
var console_history_file := FileAccess.open("user://console_history.txt", FileAccess.WRITE)
if (console_history_file):
var write_index := 0
var start_write_index := console_history.size() - 100 # Max lines to write
for line in console_history:
if (write_index >= start_write_index):
console_history_file.store_line(line)
write_index += 1
var console_cvars_file := FileAccess.open("user://console_cvars.txt", FileAccess.WRITE)
if (console_cvars_file):
for cvar_name in console_cvars:
var cvar : ConsoleCvar = console_cvars[cvar_name]
if (cvar.save and cvar.is_alive()):
console_cvars_file.store_line("%s %s" % [cvar_name, var_to_str(cvar.get_value())])
for pending_name in _pending_cvar_values:
if (!console_cvars.has(pending_name)):
console_cvars_file.store_line("%s %s" % [pending_name, var_to_str(_pending_cvar_values[pending_name])])
func _ready() -> void:
v_box_container.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST # For that retro look.
add_command("quit", quit, 0, 0, "Quits the game.")
add_command("exit", quit, 0, 0, "Quits the game.")
add_command("clear", clear, 0, 0, "Clears the text on the console.")
add_command("delete_history", delete_history, 0, 0, "Deletes the history of previously entered commands.")
add_command("help", help, 0, 0, "Displays instructions on how to use the console.")
add_command("commands_list", commands_list, 0, 0, "Lists all commands and their descriptions.")
add_command("commands", commands, 0, 0, "Lists commands with no descriptions.")
add_command("cvars", cvars, 0, 0, "Lists all console variables and their values.")
add_command("calc", calculate, ["mathematical expression to evaluate"], 0, "Evaluates the math passed in for quick arithmetic.")
add_command("echo", print_line, ["string"], 1, "Prints given string to the console.")
add_command("echo_warning", print_warning, ["string"], 1, "Prints given string as warning to the console.")
add_command("echo_info", print_info, ["string"], 1, "Prints given string as info to the console.")
add_command("echo_error", print_error, ["string"], 1, "Prints given string as an error to the console.")
add_command("pause", pause, 0, 0, "Pauses node processing.")
add_command("unpause", unpause, 0, 0, "Unpauses node processing.")
add_command("exec", exec, 1, 1, "Execute a script.")
func _input(event : InputEvent) -> void:
if (event is InputEventKey):
if (event.physical_keycode == KEY_QUOTELEFT): # ~ key.
if (event.physical_keycode == KEY_QUOTELEFT and event.is_command_or_control_pressed()): # Toggles console size or opens big console.
if (event.pressed):
if (v_box_container.visible):
toggle_size()
else:
toggle_console()
toggle_size()
get_tree().get_root().set_input_as_handled()
else:
if (event.pressed):
toggle_console()
get_tree().get_root().set_input_as_handled()
elif (event.get_physical_keycode_with_modifiers() == KEY_ESCAPE && v_box_container.visible): # Disable console on ESC
if (event.pressed):
toggle_console()
get_tree().get_root().set_input_as_handled()
if (v_box_container.visible and event.pressed):
if (event.get_physical_keycode_with_modifiers() == KEY_UP):
get_tree().get_root().set_input_as_handled()
if (console_history_index > 0):
console_history_index -= 1
if (console_history_index >= 0):
line_edit.text = console_history[console_history_index]
line_edit.caret_column = line_edit.text.length()
reset_autocomplete()
if (event.get_physical_keycode_with_modifiers() == KEY_DOWN):
get_tree().get_root().set_input_as_handled()
if (console_history_index < console_history.size()):
console_history_index += 1
if (console_history_index < console_history.size()):
line_edit.text = console_history[console_history_index]
line_edit.caret_column = line_edit.text.length()
reset_autocomplete()
else:
line_edit.text = ""
reset_autocomplete()
if (event.get_physical_keycode_with_modifiers() == KEY_PAGEUP):
var scroll := rich_label.get_v_scroll_bar()
var tween := create_tween()
tween.tween_property(scroll, "value", scroll.value - (scroll.page - scroll.page * 0.1), 0.1)
get_tree().get_root().set_input_as_handled()
if (event.get_physical_keycode_with_modifiers() == KEY_PAGEDOWN):
var scroll := rich_label.get_v_scroll_bar()
var tween := create_tween()
tween.tween_property(scroll, "value", scroll.value + (scroll.page - scroll.page * 0.1), 0.1)
get_tree().get_root().set_input_as_handled()
if (event.get_physical_keycode_with_modifiers() == KEY_TAB):
autocomplete()
get_tree().get_root().set_input_as_handled()
elif event is InputEventMouseButton:
if (v_box_container.visible):
if (event.is_command_or_control_pressed()):
if event.button_index == MOUSE_BUTTON_WHEEL_UP: # Increase font size with ctrl+mouse wheel up
font_size = min(128, font_size + 2) # Limit to max of 128
get_tree().get_root().set_input_as_handled()
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN: # Decrease font size with ctrl+mouse wheel down
font_size = max(8, font_size - 2) # Limit to minimum of 8
get_tree().get_root().set_input_as_handled()
var suggestions := []
var current_suggest := 0
var suggesting := false
func autocomplete() -> void:
if (suggesting):
for i in range(suggestions.size()):
if (current_suggest == i):
line_edit.text = str(suggestions[i])
line_edit.caret_column = line_edit.text.length()
if (current_suggest == suggestions.size() - 1):
current_suggest = 0
else:
current_suggest += 1
return
else:
suggesting = true
if (" " in line_edit.text): # We're searching for a parameter to autocomplete
var split_text := parse_line_input(line_edit.text)
if (split_text.size() > 1):
var command := split_text[0]
var param_input := split_text[1]
if (command_parameters.has(command)):
for param in command_parameters[command]:
if (param_input in param) or (param_input.length() == 0):
suggestions.append(str(command, " ", param))
else:
var sorted_commands := []
for command in console_commands:
if (!console_commands[command].hidden):
sorted_commands.append(str(command))
for cvar_name in console_cvars:
sorted_commands.append(str(cvar_name))
sorted_commands.sort()
sorted_commands.reverse()
var prev_index := 0
for command in sorted_commands:
if (!line_edit.text || command.contains(line_edit.text)):
var index : int = command.find(line_edit.text)
if (index <= prev_index):
suggestions.push_front(command)
else:
suggestions.push_back(command)
prev_index = index
autocomplete()
func reset_autocomplete() -> void:
suggestions.clear()
current_suggest = 0
suggesting = false
func toggle_size() -> void:
console_full_screen = !console_full_screen
v_box_container.anchor_bottom = _get_console_height()
func disable():
enabled = false
toggle_console() # Ensure hidden if opened
func enable():
enabled = true
func toggle_console() -> void:
var was_visible := v_box_container.visible
if (enabled):
v_box_container.visible = !v_box_container.visible
else:
v_box_container.visible = false
if (v_box_container.visible):
was_paused_already = get_tree().paused
get_tree().paused = was_paused_already || pause_enabled
line_edit.grab_focus()
if was_visible != v_box_container.visible:
console_opened.emit()
else:
scroll_to_bottom()
reset_autocomplete()
if (pause_enabled && !was_paused_already):
get_tree().paused = false
if was_visible != v_box_container.visible:
console_closed.emit()
func is_visible():
return v_box_container.visible
func scroll_to_bottom() -> void:
var scroll: ScrollBar = rich_label.get_v_scroll_bar()
scroll.value = scroll.max_value - scroll.page
func print_error(text : Variant, print_godot := false) -> void:
var _color : Color = Color.LIGHT_CORAL
if not text is String:
text = str(text)
print_line("%s[system_color color=CONSOLE_COLOR_ERROR]ERROR:[/system_color] %s" % [tab_string, text], print_godot)
func print_info(text : Variant, print_godot := false) -> void:
var _color : Color = Color.LIGHT_BLUE
if not text is String:
text = str(text)
print_line("%s[system_color color=CONSOLE_COLOR_INFO]INFO:[/system_color] %s" % [tab_string, text], print_godot)
func print_warning(text : Variant, print_godot := false) -> void:
var _color : Color = Color.LIGHT_GOLDENROD
if not text is String:
text = str(text)
print_line("%s[system_color color=CONSOLE_COLOR_WARNING]WARNING:[/system_color] %s" % [tab_string, text], print_godot)
func print_line(text : Variant, print_godot := false) -> void:
if not text is String:
text = str(text)
if (!rich_label): # Tried to print something before the console was loaded.
call_deferred("print_line", text)
else:
rich_label.append_text(text)
rich_label.append_text("\n")
if (print_godot):
print_rich(text.dedent())
func parse_line_input(text : String) -> PackedStringArray:
var out_array : PackedStringArray
var first_char := true
var in_quotes := false
var escaped := false
var token : String
for c in text:
if (c == '\\'):
escaped = true
continue
elif (escaped):
if (c == 'n'):
c = '\n'
elif (c == 't'):
c = '\t'
elif (c == 'r'):
c = '\r'
elif (c == 'a'):
c = '\a'
elif (c == 'b'):
c = '\b'
elif (c == 'f'):
c = '\f'
escaped = false
elif (c == '\"'):
in_quotes = !in_quotes
continue
elif (c == ' ' || c == '\t'):
if (!in_quotes):
out_array.push_back(token)
token = ""
continue
token += c
out_array.push_back(token)
return out_array
func _on_text_entered(new_text : String) -> void:
scroll_to_bottom()
reset_autocomplete()
line_edit.clear()
if (line_edit.has_method(&"edit")):
line_edit.call_deferred(&"edit")
if not new_text.strip_edges().is_empty():
add_input_history(new_text)
print_line("[i]> " + new_text + "[/i]")
var text_split := parse_line_input(new_text)
var text_command := text_split[0]
if console_commands.has(text_command):
var arguments := text_split.slice(1)
var console_command : ConsoleCommand = console_commands[text_command]
# calc is a especial command that needs special treatment
if (text_command.match("calc")):
var expression := ""
for word in arguments:
expression += word
console_command.function.callv([expression])
return
if (arguments.size() < console_command.required):
print_error("Too few arguments! Required < %d >" % console_command.required)
return
elif (arguments.size() > console_command.arguments.size()):
arguments.resize(console_command.arguments.size())
# Functions fail to call if passed the incorrect number of arguments, so fill out with blank strings.
while (arguments.size() < console_command.arguments.size()):
arguments.append("")
console_command.function.callv(arguments)
elif console_cvars.has(text_command):
_handle_cvar(console_cvars[text_command], text_split.slice(1))
else:
console_unknown_command.emit(text_command)
print_error("Unknown command or variable.")
func _on_line_edit_text_changed(new_text : String) -> void:
reset_autocomplete()
func quit() -> void:
get_tree().quit()
func clear() -> void:
rich_label.clear()
func delete_history() -> void:
console_history.clear()
console_history_index = 0
DirAccess.remove_absolute("user://console_history.txt")
func help() -> void:
rich_label.append_text(" Built in commands:
[system_color color=CONSOLE_COLOR_LITERAL]calc[/system_color]: Calculates a given expresion
[system_color color=CONSOLE_COLOR_LITERAL]clear[/system_color]: Clears the registry view
[system_color color=CONSOLE_COLOR_LITERAL]commands[/system_color]: Shows a reduced list of all the currently registered commands
[system_color color=CONSOLE_COLOR_LITERAL]commands_list[/system_color]: Shows a detailed list of all the currently registered commands
[system_color color=CONSOLE_COLOR_LITERAL]cvars[/system_color]: Lists all console variables and their values
[system_color color=CONSOLE_COLOR_LITERAL]delete_history[/system_color]: Deletes the commands history
[system_color color=CONSOLE_COLOR_LITERAL]echo[/system_color]: Prints a given string to the console
[system_color color=CONSOLE_COLOR_LITERAL]echo_error[/system_color]: Prints a given string as an error to the console
[system_color color=CONSOLE_COLOR_LITERAL]echo_info[/system_color]: Prints a given string as info to the console
[system_color color=CONSOLE_COLOR_LITERAL]echo_warning[/system_color]: Prints a given string as warning to the console
[system_color color=CONSOLE_COLOR_LITERAL]pause[/system_color]: Pauses node processing
[system_color color=CONSOLE_COLOR_LITERAL]unpause[/system_color]: Unpauses node processing
[system_color color=CONSOLE_COLOR_LITERAL]quit[/system_color]: Quits the game
Controls:
[system_color color=CONSOLE_COLOR_INFO]Up[/system_color] and [system_color color=CONSOLE_COLOR_INFO]Down[/system_color] arrow keys to navigate commands history
[system_color color=CONSOLE_COLOR_INFO]PageUp[/system_color] and [system_color color=CONSOLE_COLOR_INFO]PageDown[/system_color] to scroll registry
[[system_color color=CONSOLE_COLOR_INFO]Ctrl[/system_color] + [system_color color=CONSOLE_COLOR_INFO]~[/system_color]] to change console size between half screen and full screen
[[system_color color=CONSOLE_COLOR_INFO]Ctrl[/system_color] + [system_color color=CONSOLE_COLOR_INFO]Mouse Wheel[/system_color]] up/down to change console font size
[system_color color=CONSOLE_COLOR_INFO]~[/system_color] or [system_color color=CONSOLE_COLOR_INFO]Esc[/system_color] key to close the console
[system_color color=CONSOLE_COLOR_INFO]Tab[/system_color] key to autocomplete, [system_color system_color=CONSOLE_COLOR_INFO]Tab[/system_color] again to cycle between matching suggestions\n\n")
func calculate(command : String) -> void:
var expression := Expression.new()
var error = expression.parse(command)
if error:
print_error("%s" % expression.get_error_text())
return
var result = expression.execute()
if not expression.has_execute_failed():
print_line(str(result))
else:
print_error("%s" % expression.get_error_text())
func commands() -> void:
var commands := []
for command in console_commands:
if (!console_commands[command].hidden):
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 += " [system_color color=CONSOLE_COLOR_ERROR]<" + console_commands[command].arguments[i] + ">[/system_color]"
else:
arguments_string += " [system_color color=CONSOLE_COLOR_INFO]<" + console_commands[command].arguments[i] + ">[/system_color]"
rich_label.append_text(" [system_color color=CONSOLE_COLOR_LITERAL]%s[/system_color]%s: %s\n" % [command, arguments_string, description])
rich_label.append_text("\n")
func cvars() -> void:
var names := console_cvars.keys()
names.sort()
for cvar_name in names:
var cvar : ConsoleCvar = console_cvars[cvar_name]
var value_string := "<invalid>"
if (cvar.is_alive()):
value_string = str(cvar.get_value())
rich_label.append_text(" [system_color color=CONSOLE_COLOR_LITERAL]%s[/system_color] = [system_color color=CONSOLE_COLOR_INFO]%s[/system_color] %s\n" % [cvar_name, value_string, cvar.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])