[Core] Add Engine.print_to_stout setting to control printing

Also added notes to the related project settings pointing to the
`Engine` properties.
This commit is contained in:
A Thousand Ships 2024-04-20 20:19:48 +02:00
parent e4e024ab88
commit d49ec39d63
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GPG Key ID: 2033189A662F8BD7
7 changed files with 33 additions and 3 deletions

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@ -267,6 +267,14 @@ bool Engine::is_extra_gpu_memory_tracking_enabled() const {
return extra_gpu_memory_tracking;
}
void Engine::set_print_to_stdout(bool p_enabled) {
CoreGlobals::print_line_enabled = p_enabled;
}
bool Engine::is_printing_to_stdout() const {
return CoreGlobals::print_line_enabled;
}
void Engine::set_print_error_messages(bool p_enabled) {
CoreGlobals::print_error_enabled = p_enabled;
}

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@ -128,6 +128,9 @@ public:
void set_time_scale(double p_scale);
double get_time_scale() const;
void set_print_to_stdout(bool p_enabled);
bool is_printing_to_stdout() const;
void set_print_error_messages(bool p_enabled);
bool is_printing_error_messages() const;
void print_header(const String &p_string) const;

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@ -1848,6 +1848,14 @@ String Engine::get_write_movie_path() const {
return ::Engine::get_singleton()->get_write_movie_path();
}
void Engine::set_print_to_stdout(bool p_enabled) {
::Engine::get_singleton()->set_print_to_stdout(p_enabled);
}
bool Engine::is_printing_to_stdout() const {
return ::Engine::get_singleton()->is_printing_to_stdout();
}
void Engine::set_print_error_messages(bool p_enabled) {
::Engine::get_singleton()->set_print_error_messages(p_enabled);
}
@ -1916,10 +1924,14 @@ void Engine::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_write_movie_path"), &Engine::get_write_movie_path);
ClassDB::bind_method(D_METHOD("set_print_to_stdout", "enabled"), &Engine::set_print_to_stdout);
ClassDB::bind_method(D_METHOD("is_printing_to_stdout"), &Engine::is_printing_to_stdout);
ClassDB::bind_method(D_METHOD("set_print_error_messages", "enabled"), &Engine::set_print_error_messages);
ClassDB::bind_method(D_METHOD("is_printing_error_messages"), &Engine::is_printing_error_messages);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "print_error_messages"), "set_print_error_messages", "is_printing_error_messages");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "print_to_stdout"), "set_print_to_stdout", "is_printing_to_stdout");
ADD_PROPERTY(PropertyInfo(Variant::INT, "physics_ticks_per_second"), "set_physics_ticks_per_second", "get_physics_ticks_per_second");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_physics_steps_per_frame"), "set_max_physics_steps_per_frame", "get_max_physics_steps_per_frame");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_fps"), "set_max_fps", "get_max_fps");

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@ -567,6 +567,9 @@ public:
// `set_write_movie_path()` is not exposed to the scripting API as changing it at run-time has no effect.
String get_write_movie_path() const;
void set_print_to_stdout(bool p_enabled);
bool is_printing_to_stdout() const;
void set_print_error_messages(bool p_enabled);
bool is_printing_error_messages() const;

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@ -856,7 +856,7 @@
GD.Print("a", "b", a); // Prints ab[1, 2, 3]
[/csharp]
[/codeblocks]
[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.
[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].
</description>
</method>
<method name="print_rich" qualifiers="vararg">

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@ -337,6 +337,10 @@
[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
[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).
</member>
<member name="print_to_stdout" type="bool" setter="set_print_to_stdout" getter="is_printing_to_stdout" default="true">
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.
[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].
</member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
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.
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 @@
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
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].
Changes to this setting will only be applied upon restarting the application.
Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_error_messages].
</member>
<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
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].
Changes to this setting will only be applied upon restarting the application.
Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_to_stdout].
</member>
<member name="application/run/enable_alt_space_menu" type="bool" setter="" getter="" default="false">
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.