Working with Console
To work with console commands from the code, UnigineConsole.h must be included:
#include <UnigineConsole.h>
Calling a Console Command from Code#
To call a console command from the code, you should call the run() function.
// For example, to show the onscreen overlay:
Console::run("console_onscreen 1");
Console commands (regardless of whether they were typed in the console or called from the code) cannot not be executed in the middle of the frame. Instead, they are executed in the beginning of the next frame not to interrupt the current rendering process and physics calculations.
Creating a Console Command#
- Implement a callback for a console command and a method for an action performed on the console command call. Both methods should be implemented as AppWorldLogic instance methods.
If you want the console command to take more than one argument, you need to implement a separate method per each number of arguments.
- Get the console instance (which has a singleton implementation) and call addCommand() to add a new command.
In the example below, a new command takes no arguments or one argument. For this, three methods are declared in the AppWorldLogic.h header file:
- choose_command() calls the appropriate method for the console command.
- action_no_args() is called if there are no arguments.
- action_one_arg() is called if one argument has been passed.
// AppWorldLogic.h
#ifndef __APP_WORLD_LOGIC_H__
#define __APP_WORLD_LOGIC_H__
#include <UnigineLogic.h>
#include <UnigineStreams.h>
class AppWorldLogic : public Unigine::WorldLogic {
public:
AppWorldLogic();
virtual ~AppWorldLogic();
virtual int init();
virtual int update();
virtual int postUpdate();
virtual int updatePhysics();
virtual int shutdown();
virtual int save(const Unigine::StreamPtr &stream);
virtual int restore(const Unigine::StreamPtr &stream);
private:
// chooses the method to be run on the console command call
void choose_command(int argc, char **argv);
// performs an action if there are no arguments
void action_no_args();
// performs another action if an argument was passed
void action_one_arg(const char *s);
};
#endif // __APP_WORLD_LOGIC_H__
// AppWorldLogic.cpp
#include <UnigineConsole.h>
#include <UnigineCallback.h>
using namespace Unigine;
// check the number of arguments and call the corresponding method
void AppWorldLogic::choose_command(int argc, char **argv) {
// print all console command arguments
// note: the first element of argv is the name of console command
for (int i = 1; i < argc; i++) {
Unigine::Log::message("arg[%d]: %s\n", i, argv[i]);
}
// if no arguments is specified
if (argc == 1) {
action_no_args();
}
// if one argument is specified
else if (argc == 2) {
action_one_arg(argv[1]);
}
// for more arguments:
//else if (...) {
// // etc
//}
}
// print the message into console, if there are no arguments
void AppWorldLogic::action_no_args() {
Unigine::Log::message("first action! no arguments!\n");
}
// print the message into console, if one argument has been passed
void AppWorldLogic::action_one_arg(const char *arg) {
Unigine::Log::message("second action! the argument is: %s \n", arg);
}
// application initialization
int AppWorldLogic::init() {
// get the existing singleton Console instance and add a new console command
Unigine::Console::addCommand("console_command", "Performs custom console action", Unigine::MakeCallback(this, &AppWorldLogic::choose_command));
return 1;
}
Unigine~# console_command
first action! no arguments!
Unigine~# console_command arg
arg[1]: arg
second action! the argument is: arg
Creating a Console Variable#
To create a custom console variable, you should declare it as an instance of ConsoleVariableInt, ConsoleVariableFloat or ConsoleVariableString class depending on the variable type.
// define console variables of different types
ConsoleVariableInt my_console_variable_int("my_console_variable_int", "my_console_variable_int", 1, 0, 0, 1000);
ConsoleVariableFloat my_console_variable_float("my_console_variable_float", "my_console_variable_float", 1, 0.0f, 0.0f, 1.0f);
ConsoleVariableString my_console_variable_string("my_console_variable_string", "my_console_variable_string", 1, NULL);
int AppWorldLogic::init() {
// set console variable values
my_console_variable_int = 13;
my_console_variable_float = 0.13f;
my_console_variable_string = "String variable";
return 1;
}
Unigine~# my_console_variable_int
my_console_variable_int
my_console_variable_int = 13
Unigine~# my_console_variable_int 24
Disabling Console#
To disable console (for example, for an application production version), you need to call setLock().
// disable the console
Console::setLock(1);