@tool ## Loggie is a basic logging utility for those who need common minor improvements and helpers around the basic [method print], [method print_rich] ## and other default Godot printing functions. Loggie creates instances of [LoggieMsg], which are a wrapper around a string that needs to manipulated, ## then uses them to properly format, arrange and present them in the console and .log files. Loggie uses the default Godot logging mechanism under the hood. extends Node ## Stores a string describing the current version of Loggie. const VERSION : String = "v1.5" ## Emitted any time Loggie attempts to log a message. ## Useful for capturing the messages that pass through Loggie. ## [br][param msg] is the message Loggie attempted to log (before any preprocessing). ## [br][param preprocessed_content] is what the string content of that message contained after the preprocessing step, ## which is what ultimately gets logged. ## [br][param result] describes the final result of the attempt to log that message. signal log_attempted(msg : LoggieMsg, preprocessed_content : String, result : LoggieEnums.LogAttemptResult) ## A reference to the settings of this Loggie. Read more about [LoggieSettings]. var settings : LoggieSettings ## Holds a mapping between all registered domains (string keys) and bool values representing whether ## those domains are currently enabled. Enable domains with [method set_domain_enabled]. ## You can then place [LoggieMsg] messages into a domain by calling [method LoggieMsg.domain]. ## Messages belonging to a disabled domain will never be outputted. var domains : Dictionary = {} ## Holds a mapping between script paths and the names of the classes defined in those scripts. var class_names : Dictionary = {} func _init() -> void: var uses_original_settings_file = true var default_settings_path = get_script().get_path().get_base_dir().path_join("loggie_settings.gd") var custom_settings_path = get_script().get_path().get_base_dir().path_join("custom_settings.gd") if self.settings == null: if custom_settings_path != null and custom_settings_path != "" and ResourceLoader.exists(custom_settings_path): var loaded_successfully = load_settings_from_path(custom_settings_path) if loaded_successfully: uses_original_settings_file = false if uses_original_settings_file: var _settings = ResourceLoader.load(default_settings_path) if _settings != null: self.settings = _settings.new() self.settings.load() else: push_error("Loggie loaded neither a custom nor a default settings file. This will break the plugin. Make sure that a valid loggie_settings.gd is in the same directory where loggie.gd is.") return if self.settings.enforce_optimal_settings_in_release_build == true and is_in_production(): self.settings.terminal_mode = LoggieEnums.TerminalMode.PLAIN self.settings.box_characters_mode = LoggieEnums.BoxCharactersMode.COMPATIBLE # Already cache the name of the singleton found at loggie's script path. class_names[self.get_script().resource_path] = LoggieSettings.loggie_singleton_name # Prepopulate class data from ProjectSettings to avoid needing to read files. if self.settings.derive_and_show_class_names == true and OS.has_feature("debug"): for class_data: Dictionary in ProjectSettings.get_global_class_list(): class_names[class_data.path] = class_data.class for autoload_setting: String in ProjectSettings.get_property_list().map(func(prop): return prop.name).filter(func(prop): return prop.begins_with("autoload/") and ProjectSettings.has_setting(prop)): var autoload_class: String = autoload_setting.trim_prefix("autoload/") var class_path: String = ProjectSettings.get_setting(autoload_setting) class_path = class_path.trim_prefix("*") if not class_names.has(class_path): class_names[class_path] = autoload_class # Don't print Loggie boot messages if Loggie is running only from the editor. if Engine.is_editor_hint(): return if self.settings.show_loggie_specs != LoggieEnums.ShowLoggieSpecsMode.DISABLED: msg("👀 Loggie {version} booted.".format({"version" : self.VERSION})).color(Color.ORANGE).header().nl().info() var loggie_specs_msg = LoggieSystemSpecsMsg.new().use_logger(self) loggie_specs_msg.add(msg("|\t Using Custom Settings File: ").bold(), !uses_original_settings_file).nl().add("|\t ").hseparator(35).nl() match self.settings.show_loggie_specs: LoggieEnums.ShowLoggieSpecsMode.ESSENTIAL: loggie_specs_msg.embed_essential_logger_specs() LoggieEnums.ShowLoggieSpecsMode.ADVANCED: loggie_specs_msg.embed_advanced_logger_specs() loggie_specs_msg.preprocessed(false).info() if self.settings.show_system_specs: var system_specs_msg = LoggieSystemSpecsMsg.new().use_logger(self) system_specs_msg.embed_specs().preprocessed(false).info() ## Attempts to instantiate a LoggieSettings object from the script at the given [param path]. ## Returns true if successful, otherwise false and prints an error. func load_settings_from_path(path : String) -> bool: var settings_resource = ResourceLoader.load(path) var settings_instance if settings_resource != null: settings_instance = settings_resource.new() if (settings_instance is LoggieSettings): self.settings = settings_instance self.settings.load() return true else: push_error("Unable to instantiate a LoggieSettings object from the script at path {path}. Check that loggie.gd -> custom_settings_path is pointing to a valid .gd script that contains the class definition of a class that either extends LoggieSettings, or is LoggieSettings.".format({"path": path})) return false ## Checks if Loggie is running in production (release) mode of the game. ## While it is, every [LoggieMsg] will have plain output. ## Uses a sensible default check for most projects, but ## you can rewrite this function to your needs if necessary. func is_in_production() -> bool: return OS.has_feature("release") ## Sets whether the domain with the given name is enabled. func set_domain_enabled(domain_name : String, enabled : bool) -> void: domains[domain_name] = enabled ## Checks whether the domain with the given name is enabled. ## The domain name "" (empty string) is the default one for all newly created messages, ## and is designed to always be enabled. func is_domain_enabled(domain_name : String) -> bool: if domain_name == "": return true if domains.has(domain_name) and domains[domain_name] == true: return true return false ## Creates a new [LoggieMsg] out of the given [param msg] and extra arguments (by converting them to strings and concatenating them to the msg). ## You may continue to modify the [LoggieMsg] with additional functions from that class, then when you are ready to output it, use methods like: ## [method LoggieMsg.info], [method LoggieMsg.warn], etc. func msg(message = "", arg1 = null, arg2 = null, arg3 = null, arg4 = null, arg5 = null) -> LoggieMsg: var loggieMsg = LoggieMsg.new(message, arg1, arg2, arg3, arg4, arg5) loggieMsg.use_logger(self) return loggieMsg ## A shortcut method that instantly creates a [LoggieMsg] with the given arguments and outputs it at the info level. ## Can be used when you have no intention of customizing a LoggieMsg in any way using helper methods. ## For customization, use [method msg] instead. func info(message = "", arg1 = null, arg2 = null, arg3 = null, arg4 = null, arg5 = null) -> LoggieMsg: return msg(message, arg1, arg2, arg3, arg4, arg5).info() ## A shortcut method that instantly creates a [LoggieMsg] with the given arguments and outputs it at the warn level. ## Can be used when you have no intention of customizing a LoggieMsg in any way using helper methods. ## For customization, use [method msg] instead. func warn(message = "", arg1 = null, arg2 = null, arg3 = null, arg4 = null, arg5 = null) -> LoggieMsg: return msg(message, arg1, arg2, arg3, arg4, arg5).warn() ## A shortcut method that instantly creates a [LoggieMsg] with the given arguments and outputs it at the error level. ## Can be used when you have no intention of customizing a LoggieMsg in any way using helper methods. ## For customization, use [method msg] instead. func error(message = "", arg1 = null, arg2 = null, arg3 = null, arg4 = null, arg5 = null) -> LoggieMsg: return msg(message, arg1, arg2, arg3, arg4, arg5).error() ## A shortcut method that instantly creates a [LoggieMsg] with the given arguments and outputs it at the debug level. ## Can be used when you have no intention of customizing a LoggieMsg in any way using helper methods. ## For customization, use [method msg] instead. func debug(message = "", arg1 = null, arg2 = null, arg3 = null, arg4 = null, arg5 = null) -> LoggieMsg: return msg(message, arg1, arg2, arg3, arg4, arg5).debug() ## A shortcut method that instantly creates a [LoggieMsg] with the given arguments and outputs it at the notice level. ## Can be used when you have no intention of customizing a LoggieMsg in any way using helper methods. ## For customization, use [method msg] instead. func notice(message = "", arg1 = null, arg2 = null, arg3 = null, arg4 = null, arg5 = null) -> LoggieMsg: return msg(message, arg1, arg2, arg3, arg4, arg5).notice()