Unigine.Console Class
Controls console-related parameters.
Onscreen Console Overlay#
By default the console overlay is disabled. To make it output console messages to the application screen it should be enabled. You can adjust the overlay’s behavior and appearance as well as specify the messages that will be printed exclusively to the onscreen overlay and will not be written to the console.
You can customize the console font by using the setFontSize(), setMessageColor(), setWarningColor(), and setErrorColor() methods. See the following example:
private void Init()
{
// enable the onscreen overlay
Unigine.Console.Onscreen = true;
// increase the size of the console's font
Unigine.Console.FontSize = 20;
// change the color for different types of messages
Unigine.Console.MessageColor = vec4.GREEN;
Unigine.Console.WarningColor = vec4.RED;
Unigine.Console.ErrorColor = vec4.BLUE;
// send messages to the console
Unigine.Log.Message("Message!\n");
Unigine.Log.Warning("Warning!\n");
Unigine.Log.Error("Error!\n");
}
Adding Console Command with Several Arguments#
The Console class can be used to create custom user console commands with a different number of arguments. This section provides an example of how to create a custom console command with several arguments.
In the example below, we perform the following actions:
- Define and implement AppWorldLogic instance methods for console commands.
- Get the console instance (which has a singleton implementation) and add a new command.
1. Adding Instance Methods
In this example, we define three methods in the AppWorldLogic.cs file: one as a callback for a console command and another two methods for actions depending on the number of arguments:
- choose_command() selects the appropriate method.
- action_no_args() is called if there are no console arguments.
- action_one_arg() is called if an argument was passed.
public static void choose_command(int argc, string[] argv)
{
for (int i = 0; i < argc; i++) {
Log.Message("arg[{0}]: {1}\n", i, argv[i]);
}
// note: the first element of argv is the name of console command
if (argc == 1) {
action_no_args();
}
else if (argc == 2) {
action_one_arg(argv[1]);
}
// for more arguments:
//else if (...) {
// // etc
//}
}
// write the message into console, if there are no arguments
public static void action_no_args()
{
Log.Message("first action! no arguments!\n");
}
// write the message into console, if an argument was passed
public static void action_one_arg(string s)
{
Log.Message("second action! the argument is:{0} \n", s);
}
Arguments argc and argv are used to get the arguments count and arguments vector.
2. Adding Custom Console Command
Add a custom command to the AppWorldLogic.cs file by using addCommand() function. By adding this code into init() function of the AppWorldLogic class, the engine adds a new console command on AppWorldLogic class instance initialization.
private void Init()
{
// add a command
Unigine.Console.AddCommand("console_action","Performs custom console action",choose_command);
}
3. Running Sample
After building the project, run it and open the console. Write recently created command to check the result:
#if you write "console_action"
arg[0]: console_action
first action! no arguments!
#if you write "console_action arg"
arg[0]: console action
arg[1]: arg
second action! the argument is:arg
To remove the added console command, use removeCommand() method.
See Also#
- C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Console
- C# API sample located in the folder <UnigineSDK>/source/csharp/samples/Api/Systems/Console
- HowTo video on Printing User Messages to Console with C#
Console Class
Перечисления (Enums)
LEVEL#
Имя | Описание |
---|---|
NORMAL = 0 | An ordinary message. |
WARNING = 1 | A warning. |
ERROR = 2 | An error message. |
Properties
int Lock#
int NumCommands#
int NumVariables#
bool Active#
string LastError#
string LastWarning#
string LastMessage#
float OnscreenTime#
int OnscreenHeight#
int OnscreenFontSize#
bool Onscreen#
int FontSize#
bool Wrapping#
int Height#
int Limit#
string Prompt#
vec4 TextColor#
vec4 ErrorColor#
vec4 WarningColor#
vec4 MessageColor#
vec4 BackgroundColor#
Event<string, Console.LEVEL> EventOutput#
Usage Example
// implement the Output event handler
void output_handler(string text, Console.LEVEL level)
{
switch (level)
{
case Unigine.Console.LEVEL.NORMAL:
// logic for ordinary messages
break;
case Unigine.Console.LEVEL.WARNING:
// logic for warnings
break;
case Unigine.Console.LEVEL.ERROR:
// logic for error messages
break;
}
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections output_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
Console.EventOutput.Connect(output_event_connections, output_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
Console.EventOutput.Connect(output_event_connections, (string text, Console.LEVEL level) => {
Log.Message("Handling Output event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
output_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the Output event with a handler function
Console.EventOutput.Connect(output_event_handler);
// remove subscription for the Output event later by the handler function
Console.EventOutput.Disconnect(output_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection output_event_connection;
// subscribe for the Output event with a lambda handler function and keeping the connection
output_event_connection = Console.EventOutput.Connect((string text, Console.LEVEL level) => {
Log.Message("Handling Output event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
output_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
output_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring Output events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
Console.EventOutput.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
Console.EventOutput.Enabled = true;
Usage Example
// implement the Output event handler
void output_event_handler(string text, Console.LEVEL level)
{
Log.Message("\Handling Output event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections output_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventOutput.Connect(output_event_connections, output_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventOutput.Connect(output_event_connections, (string text, Console.LEVEL level) => {
Log.Message("Handling Output event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
output_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the Output event with a handler function
publisher.EventOutput.Connect(output_event_handler);
// remove subscription to the Output event later by the handler function
publisher.EventOutput.Disconnect(output_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection output_event_connection;
// subscribe to the Output event with a lambda handler function and keeping the connection
output_event_connection = publisher.EventOutput.Connect((string text, Console.LEVEL level) => {
Log.Message("Handling Output event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
output_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
output_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
output_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring Output events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventOutput.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventOutput.Enabled = true;
Members
bool IsCommand ( string name ) #
Returns a value indicating if a command with a given name exists.Arguments
- string name - The command name.
Return value
true if the command with a given name exists; otherwise, false.string GetCommandDescription ( string name ) #
Returns the description of the console command by its name. If the name isn't specified, an empty string will be returned.Arguments
- string name - The command name.
Return value
The command description if it exists; otherwise, an empty string.string GetCommandName ( int num ) #
Returns the name of the console command by its number in the array of the existing commands.Arguments
- int num - The command number.
Return value
The command name if it is found in the array of the existing commands; otherwise, an empty string.void SetFloat ( string name, float value ) #
Sets a float value for a given variable.Arguments
- string name - The variable name.
- float value - Float value of the variable.
float GetFloat ( string name ) #
Returns a float value of a given variable.Arguments
- string name - The variable name.
Return value
Float value of the variable.float GetFloatMax ( string name ) #
Returns a maximum float value for a given variable.Arguments
- string name - Variable name.
Return value
Maximum float value of the variable.float GetFloatMin ( string name ) #
Returns a minimum float value for a given variable.Arguments
- string name - Variable name.
Return value
Minimum float value of the variable.bool IsFloat ( string name ) #
Checks if the value set for the given console variable is of the float type.Arguments
- string name - The variable name.
Return value
True if the variable value is float; otherwise, false.void SetInt ( string name, int value ) #
Sets an integer value for a given variable.Arguments
- string name - Variable name.
- int value - Value of the variable.
int GetInt ( string name ) #
Returns an integer value of a given variable.Arguments
- string name - Variable name.
Return value
Integer value of the variable.int GetIntMax ( string name ) #
Returns a maximum integer value for a given variable.Arguments
- string name - Variable name.
Return value
Maximum integer value of the variable.int GetIntMin ( string name ) #
Returns a minimum integer value for a given variable.Arguments
- string name - Variable name.
Return value
Minimum integer value of the variable.bool IsInt ( string name ) #
Checks if the value of the given console variable is of the integer type.Arguments
- string name - The variable name.
Return value
True if the variable value is int; otherwise, false.bool IsPalette ( string name ) #
Checks for a palette with the specified name.Arguments
- string name - Palette name.
void SetPalette ( string name, Palette value ) #
Sets a color palette by its name.Arguments
- string name - Palette name.
- Palette value - Palette to be set.
void SetPalette ( string name, int index, float value ) #
Sets a value for the specified palette color by its index.Arguments
- string name - Palette name.
- int index - Palette color index.
- float value - Value to be set for the color with the specified index.
void SetPalette ( string name, string color, float value ) #
Sets a value for the specified palette color by the color name.Arguments
- string name - Palette name.
- string color - Palette color name.
- float value - Value to be set for the color with the specified name.
Palette GetPalette ( string name ) #
Returns a color palette by its name.Arguments
- string name - Palette name.
Return value
Palette with the specified name is it exists; otherwise nullptr.void SetString ( string name, string value ) #
Sets a string value for a given variable.Arguments
- string name - The variable name.
- string value - String value of the variable.
string GetString ( string name ) #
Returns the string value of a given variable.Arguments
- string name - The variable name.
Return value
String value of the variable.bool IsString ( string name ) #
Checks if the value of the given console variable is of the string type.Arguments
- string name - The variable name.
Return value
True if the variable value is string; otherwise, false.bool IsVariable ( string name ) #
Returns a value indicating if a variable with a given name exists.Arguments
- string name - The variable name.
Return value
True if the variable exists; otherwise, false.string GetVariableDescription ( string name ) #
Returns the description of the console variable by its name. If the name isn't specified, an empty string will be returned.Arguments
- string name - The variable name.
Return value
The variable description if it exists; otherwise, an empty string.string GetVariableName ( int num ) #
Returns the name of the console variable by its number in the array of the existing variables.Arguments
- int num - The variable number.
Return value
The variable name if it is found in the array of the existing variables; otherwise, an empty string.void SetVec2 ( string name, vec2 value ) #
Sets a two component vector for the console variable.Arguments
- string name - Name of the variable.
- vec2 value - Value of the variable.
vec2 GetVec2 ( string name ) #
Returns the two component vector console variable.Arguments
- string name - Name of the variable.
Return value
Value of the variable.bool IsVec2 ( string name ) #
Returns a value indicating if the console variable is a two component vector.Arguments
- string name - Name of the variable.
Return value
True if the variable is a two component vector; otherwise, false.void SetVec3 ( string name, vec3 value ) #
Sets a three component vector for the console variable.Arguments
- string name - Name of the variable.
- vec3 value - Value of the variable.
vec3 GetVec3 ( string name ) #
Returns the three component vector console variable.Arguments
- string name - Name of the variable.
Return value
Value of the variable.bool IsVec3 ( string name ) #
Returns a value indicating if the console variable is a three component vector.Arguments
- string name - Name of the variable.
Return value
True if the variable is a three component vector; otherwise, false.void SetVec4 ( string name, vec4 value ) #
Sets a four component vector for the console variable.Arguments
- string name - Name of the variable.
- vec4 value - Value of the variable.
vec4 GetVec4 ( string name ) #
Returns the four component vector console variable.Arguments
- string name - Name of the variable.
Return value
Value of the variable.bool IsVec4 ( string name ) #
Returns a value indicating if the console variable is a four component vector.Arguments
- string name
Return value
True if the variable is a three component vector; otherwise, false.void addCommand ( string name, string desc, CommandCallback callback ) #
Adds a custom console command bound to a given callback function.Arguments
- string name - Name of the new console command.
- string desc - Short description to be displayed in the console.
- CommandCallback callback - The callback function to be run on command execution. The callback arguments must be (int argc, string[] argv,...).
Return value
1 if the custom command is added successfully; otherwise, 0.void Flush ( ) #
Forces to execute all queued console commands.bool RemoveCommand ( string name ) #
Removes a custom console command.Arguments
- string name - Name of the custom console command.
Return value
true if the custom command has been removed successfully; otherwise, 0.void Run ( string command ) #
Runs the specified console command.Arguments
- string command - A console command with arguments.
void Write ( string text ) #
Writes the specified text to the console and displays it on the screen (onscreen overlay).Arguments
- string text - Text to output to the console.
void Write ( vec4 color, string text ) #
Writes the specified text to the console and displays it on the screen (onscreen overlay).Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string text - Text to output to the console.
void Write ( Console.LEVEL level, string text ) #
Writes the specified text to the console and displays it on the screen (onscreen overlay).Arguments
- Console.LEVEL level - Type of the message.
- string text - Text to output to the console.
static void GetMessages ( ICollection<string> messages, int limit ) #
Gets the messages written to the console and the onscreen overlay.Arguments
- ICollection<string> messages - Vector to populate with messages.
- int limit - Maximum number of messages to retrieve.
void GetMessages ( string[] OUT_messages, int[] OUT_levels, int limit ) #
Arguments
- string[]
OUT_messages - Vector to populate with messages.This output buffer is to be filled by the Engine as a result of executing the method.
- int[]
OUT_levels - Types of messages to retrieve.This output buffer is to be filled by the Engine as a result of executing the method.
- int limit - Maximum number of messages to retrieve.
static void GetWarnings ( ICollection<string> messages, int limit ) #
Gets the warning messages written to the console and the onscreen overlay.Arguments
- ICollection<string> messages - Vector to populate with messages.
- int limit - Maximum number of messages to retrieve.
void GetErrors ( ICollection<string> messages, int limit ) #
Gets the error messages written to the console and the onscreen overlay.Arguments
- ICollection<string> messages - Vector to populate with messages.
- int limit - Maximum number of messages to retrieve.
static void WriteLine ( string text ) #
Writes the text followed by the line terminator to the console and the onscreen overlay.Arguments
- string text - Text to output to the console.
static void WriteLine ( vec4 color, string text ) #
Writes the text followed by the line terminator to the console and the onscreen overlay.Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string text - Text to output to the console.
static void WriteLine ( Console.LEVEL level, string text ) #
Writes the text followed by the line terminator to the console and the onscreen overlay.Arguments
- Console.LEVEL level - Type of the message.
- string text - Text to output to the console.
static void OnscreenWrite ( string text ) #
Writes the text to the onscreen overlay only.Arguments
- string text - Text to output to the console.
static void OnscreenWrite ( vec4 color, string text ) #
Writes the text to the onscreen overlay only.Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string text - Text to output to the console.
static void OnscreenWrite ( Console.LEVEL level, string text ) #
Writes the text to the onscreen overlay only.Arguments
- Console.LEVEL level - Type of the message.
- string text - Text to output to the console.
static void OnscreenWriteLine ( string text ) #
Writes the text only to the onscreen overlay followed by the line terminator.Arguments
- string text - Text to output to the console.
static void OnscreenWriteLine ( vec4 color, string text ) #
Writes the text only to the onscreen overlay followed by the line terminator.Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string text - Text to output to the console.
static void OnscreenWriteLine ( Console.LEVEL level, string text ) #
Writes the text only to the onscreen overlay followed by the line terminator.Arguments
- Console.LEVEL level - Type of the message.
- string text - Text to output to the console.
static void Message ( vec4 color, string format, ... ) #
Writes the ordinary message to the console and the onscreen overlay.Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void Message ( string format, ... ) #
Writes the ordinary message to the console and the onscreen overlay.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void Warning ( string format, ... ) #
Writes the warning message to the console and the onscreen overlay.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void Error ( string format, ... ) #
Writes the error message to the console and the onscreen overlay.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void MessageLine ( vec4 color, string format, ... ) #
Writes the ordinary message to the console and the onscreen overlay followed by the line terminator.Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void MessageLine ( string format, ... ) #
Writes the ordinary message to the console and the onscreen overlay followed by the line terminator.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void WarningLine ( string format, ... ) #
Writes the warning message to the console and the onscreen overlay followed by the line terminator.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void ErrorLine ( string format, ... ) #
Writes the error message to the console and the onscreen overlay followed by the line terminator.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenMessage ( vec4 color, string format, ... ) #
Writes the ordinary message to the onscreen overlay only.Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenMessage ( string format, ... ) #
Writes the ordinary message to the onscreen overlay only.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenWarning ( string format, ... ) #
Writes the warning message to the onscreen overlay only.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenError ( string format, ... ) #
Writes the error message to the onscreen overlay only.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenMessageLine ( vec4 color, string format, ... ) #
Writes the ordinary message only to the onscreen overlay followed by the line terminator.Arguments
- vec4 color - Four-component vector specifying the text color in the RGBA format.
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenMessageLine ( string format, ... ) #
Writes the ordinary message only to the onscreen overlay followed by the line terminator.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenWarningLine ( string format, ... ) #
Writes the warning message only to the onscreen overlay followed by the line terminator.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.
static void OnscreenErrorLine ( string format, ... ) #
Writes the error message only to the onscreen overlay followed by the line terminator.Arguments
- string format - Formatted text.
- ... - Arguments, multiple allowed.