GUIConsole in Mirror namespace, formatting

This commit is contained in:
MrGadget1024 2021-03-15 14:21:40 -04:00 committed by vis2k
parent 0713db8338
commit 386a26c5b7

View File

@ -15,90 +15,98 @@
using UnityEngine;
using System.Collections.Generic;
struct LogEntry
namespace Mirror
{
public string message;
public LogType type;
public LogEntry(string message, LogType type)
struct LogEntry
{
this.message = message;
this.type = type;
}
}
public string message;
public LogType type;
public class GUIConsole : MonoBehaviour
{
public int height = 150;
// only keep the recent 'n' entries. otherwise memory would grow forever
// and drawing would get slower and slower.
public int maxLogCount = 50;
// log as queue so we can remove the first entry easily
Queue<LogEntry> log = new Queue<LogEntry>();
// hotkey to show/hide at runtime for easier debugging
// (sometimes we need to temporarily hide/show it)
// => F12 makes sense. nobody can find ^ in other games.
public KeyCode hotKey = KeyCode.F12;
// GUI
bool visible;
Vector2 scroll = Vector2.zero;
void Awake()
{
Application.logMessageReceived += OnLog;
}
// OnLog logs everything, even Debug.Log messages in release builds
// => this makes a lot of things easier. e.g. addon initialization logs.
// => it's really better to have than not to have those
void OnLog(string message, string stackTrace, LogType type)
{
// is this important?
bool isImportant = type == LogType.Error || type == LogType.Exception;
// use stack trace only if important
// (otherwise users would have to find and search the log file.
// seeing it in the console directly is way easier to deal with.)
// => only add \n if stack trace is available (only in debug builds)
if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
message += "\n" + stackTrace;
// add to queue
log.Enqueue(new LogEntry(message, type));
// respect max entries
if (log.Count > maxLogCount)
log.Dequeue();
// become visible if it was important
// (no need to become visible for regular log. let the user decide.)
if (isImportant)
visible = true;
// auto scroll
scroll.y = float.MaxValue;
}
void Update()
{
if (Input.GetKeyDown(hotKey))
visible = !visible;
}
void OnGUI()
{
if (!visible) return;
scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width), GUILayout.Height(height));
foreach (LogEntry entry in log)
public LogEntry(string message, LogType type)
{
if (entry.type == LogType.Error || entry.type == LogType.Exception)
GUI.color = Color.red;
else if (entry.type == LogType.Warning)
GUI.color = Color.yellow;
GUILayout.Label(entry.message);
GUI.color = Color.white;
this.message = message;
this.type = type;
}
}
public class GUIConsole : MonoBehaviour
{
public int height = 150;
// only keep the recent 'n' entries. otherwise memory would grow forever
// and drawing would get slower and slower.
public int maxLogCount = 50;
// log as queue so we can remove the first entry easily
Queue<LogEntry> log = new Queue<LogEntry>();
// hotkey to show/hide at runtime for easier debugging
// (sometimes we need to temporarily hide/show it)
// => F12 makes sense. nobody can find ^ in other games.
public KeyCode hotKey = KeyCode.F12;
// GUI
bool visible;
Vector2 scroll = Vector2.zero;
void Awake()
{
Application.logMessageReceived += OnLog;
}
// OnLog logs everything, even Debug.Log messages in release builds
// => this makes a lot of things easier. e.g. addon initialization logs.
// => it's really better to have than not to have those
void OnLog(string message, string stackTrace, LogType type)
{
// is this important?
bool isImportant = type == LogType.Error || type == LogType.Exception;
// use stack trace only if important
// (otherwise users would have to find and search the log file.
// seeing it in the console directly is way easier to deal with.)
// => only add \n if stack trace is available (only in debug builds)
if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
message += "\n" + stackTrace;
// add to queue
log.Enqueue(new LogEntry(message, type));
// respect max entries
if (log.Count > maxLogCount)
log.Dequeue();
// become visible if it was important
// (no need to become visible for regular log. let the user decide.)
if (isImportant)
visible = true;
// auto scroll
scroll.y = float.MaxValue;
}
void Update()
{
if (Input.GetKeyDown(hotKey))
visible = !visible;
}
void OnGUI()
{
if (!visible) return;
scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width), GUILayout.Height(height));
foreach (LogEntry entry in log)
{
if (entry.type == LogType.Error || entry.type == LogType.Exception)
GUI.color = Color.red;
else if (entry.type == LogType.Warning)
GUI.color = Color.yellow;
GUILayout.Label(entry.message);
GUI.color = Color.white;
}
GUILayout.EndScrollView();
}
GUILayout.EndScrollView();
}
}