generated from mstar/godot-template
53 lines
2.8 KiB
GDScript
53 lines
2.8 KiB
GDScript
@tool
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class_name LoggieEnums extends Node
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## Based on which log level is currently set to be used by the Loggie., attempting to log a message that's on
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## a higher-than-configured log level will result in nothing happening.
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enum LogLevel {
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ERROR, ## Log level which includes only the logging of Error type messages.
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WARN, ## Log level which includes the logging of Error and Warning type messages.
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NOTICE, ## Log level which includes the logging of Error, Warning and Notice type messages.
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INFO, ## Log level which includes the logging of Error, Warning, Notice and Info type messages.
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DEBUG ## Log level which includes the logging of Error, Warning, Notice, Info and Debug type messages.
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}
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## The classification of message types that can be used to distinguish two identical strings in nature
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## of their origin. This is different from [enum LogLevel].
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enum MsgType {
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STANDARD, ## A message that is considered a standard text that is not special in any way.
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ERROR, ## A message that is considered to be an error message.
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WARNING, ## A message that is considered to be a warning message.
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DEBUG ## A message that is considered to be a message used for debugging.
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}
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enum TerminalMode {
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PLAIN, ## Prints will be plain text.
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ANSI, ## Prints will be styled using the ANSI standard. Compatible with Powershell, Win CMD, etc.
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BBCODE ## Prints will be styled using the Godot BBCode rules. Compatible with the Godot console.
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}
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enum BoxCharactersMode {
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COMPATIBLE, ## Boxes are drawn using characters that compatible with any kind of terminal or text reader.
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PRETTY ## Boxes are drawn using special unicode characters that create a prettier looking box which may not display properly in some terminals or text readers.
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}
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## Defines a list of possible approaches that can be taken to derive some kind of a class name proxy from a script that doesn't have a 'class_name' clause.
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enum NamelessClassExtensionNameProxy {
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NOTHING, ## If there is no class_name, nothing will be displayed.
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SCRIPT_NAME, ## Use the name of the script whose class_name we tried to read. (e.g. "my_script.gd").
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BASE_TYPE, ## Use the name of the base type which the script extends (e.g. 'Node2D', 'Control', etc.)
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}
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## Defines a list of possible behaviors for the 'show_loggie_specs' setting.
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enum ShowLoggieSpecsMode {
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DISABLED, ## Loggie specs won't be shown.
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ESSENTIAL, ## Show only the essentials.
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ADVANCED ## Show all loggie specs.
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}
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## Defines a list of possible outcomes that can happen when attempting to log a message.
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enum LogAttemptResult {
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SUCCESS, ## Message will be logged successfully.
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LOG_LEVEL_INSUFFICIENT, ## Message won't be logged because it was output at a log level higher than what Loggie is currently set to.
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DOMAIN_DISABLED, ## Message won't be logged because it was outputted from a disabled domain.
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}
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