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Boat-Battle/godot_ship/script/debug/debug_menu.gd

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6.9 KiB
GDScript3
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extends Control
# Declare member variables here.
var debug_output
var debug_line = 0
var debug_canvas
var debug_transform
var debug_active = false
var menu_position = 0.0
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var menu_velocity = 4
onready var present_working_node = get_node("/root/Main")
# positions when the menu is hidden/active
var menu_hidden = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0,-170))
var menu_active = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0, 0))
# signals
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signal clear_in # clears the debug input
signal clear_out # clears the debug output
signal print_text(text) # Sends text for printing to the Out buffer
# Called when the node enters the scene tree for the first time.
func _ready():
debug_canvas = get_node("debug_canvas")
debug_transform = debug_canvas.get_transform()
debug_output = get_node("debug_canvas/VBoxContainer/TextEdit")
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command_help([""])
debug_print_line("> ")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if (debug_active && menu_position < 1):
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# Move the menu down
menu_position += menu_velocity * delta;
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$debug_canvas/VBoxContainer/LineEdit.grab_focus()
elif (!debug_active && menu_position > 0):
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# Move the menu up
menu_position -= menu_velocity * delta;
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# Clear the input box
emit_signal("clear_in")
else:
menu_position = round(menu_position)
debug_canvas.set_transform(menu_hidden.interpolate_with(menu_active, menu_position))
func _input(event):
if event.is_action_pressed("ui_debug"):
# open debug menu
debug_active = !debug_active;
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# Hand the keyboard focus to the next valid focus
if (!debug_active) && find_next_valid_focus(): find_next_valid_focus().grab_focus()
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func _on_LineEdit_text_entered(line):
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emit_signal("clear_in")
debug_print_line(line + "\n")
var command = line.split(' ', true, 1)
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match command[0]:
"start", "open", "o":
command_start(command)
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"stop", "kill", "k":
command_stop(command)
"list", "ls", "l":
command_list(command)
"restart", "killall":
command_restart(command)
"print", "p":
command_print(command)
"raw_emit", "emit", "r", "e": # Send a signal over the MessageBus
command_emit(command)
"clear","cls": # Clear the output
command_clear(command)
"help", "h":
command_help(command)
"pwd", "pwn":
command_pwd(command)
"cd", "cn":
command_cd(command)
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_:
debug_print_line("Command not recognized.\n")
debug_print_line("> ")
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func debug_print_line(string):
emit_signal("print_text", string.c_unescape())
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# Commands
# start: Loads scene from res://scenes/*.tscn by filename, and starts it
func command_start (command):
if command.size() > 1:
var pack = load("res://scenes/" + command[1] + ".tscn");
present_working_node.add_child(pack.instance());
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debug_print_line("start '" + command[1] + "'\n")
else:
debug_print_line("Usage: start scene")
# stop: kills a child of current working node
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func command_stop (command):
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if command.size() > 1:
var node = present_working_node.find_node(command[1], false, false)
if node:
if String(node.get_path()).match("*Debug*"):
debug_print_line("YOU DIDN'T SAY THE MAGIC WORD!\n")
else:
node.queue_free()
debug_print_line(command[1] + " killed\n")
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else:
debug_print_line(command[0] + ": " + command[1] + " not found.\n")
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else:
debug_print_line("Usage: kill name\n")
# list: Lists children of node
func command_list (command):
var node = null
if (command.size() > 1):
node = complete_path(command[1])
if (!node):
node = present_working_node
var children = node.get_children()
var names = []
for i in range (children.size()):
names.append(children[i].name)
debug_print_line(String(names) + "\n")
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# restart: Kills the current tree and replants Root
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func command_restart (_command):
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MessageBus.emit_signal("return_to_title")
# print: prints a message to the in-game debug console
func command_print(command):
if command.size() > 1:
debug_print_line(command[1] + "\n")
else:
debug_print_line("\n")
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# emit: emits a message onto the MessageBus
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func command_emit (command):
var mbus_signal = command[1].split(' ', true, 1)
match mbus_signal.size():
2:
debug_print_line("Message: " + String(mbus_signal) + "\n")
MessageBus.emit_signal(mbus_signal[0], mbus_signal[1])
1:
debug_print_line("Message: " + String(mbus_signal) + "\n")
MessageBus.emit_signal(mbus_signal[0])
0: debug_print_line( "Usage: raw_emit signal [value]\n")
# clear: clears the debug output
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func command_clear (_command):
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emit_signal("clear_out");
# pwd: print the current working node's path
func command_pwd (_command):
debug_print_line(String(present_working_node.get_path()) + "\n")
# cd: change the current working node
func command_cd (command):
if command.size() > 1:
var node = complete_path(command[1])
if node:
present_working_node = node
else:
debug_print_line ('cn: no such node: ' + command[1] + '\n')
else:
debug_print_line("")
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pass
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# help: Prints help dialogue
func command_help (command):
if (command.size() == 1):
debug_print_line("Valid commands:\nhelp, start, stop, list, restart, print, emit, clear, pwn, cn\n")
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else:
debug_print_line(command[1])
match command[1]:
"start", "open", "o":
debug_print_line(" filename\nAliases: 'start', 'open', 'o'\n")
debug_print_line("Load add the scene filename.tscn as child\n")
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"stop", "kill", "k":
debug_print_line(" name\nAliases: 'stop', 'kill', 'k'\n")
debug_print_line("Kill node with matching name\n")
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"list", "ls", "l":
debug_print_line(" [path]\nAliases: 'list', 'ls', 'l'\n")
debug_print_line("List node children\n")
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"restart", "killall":
debug_print_line("\nAliases: 'restart', 'killall'\n")
debug_print_line("Kill the current scene tree and plant a new Root.\n")
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"print", "p":
debug_print_line(" string\nAliases: 'print', 'p'\n")
debug_print_line("Prints a string to the in-game debug console\n")
"raw_emit", "emit", "r", "e":
debug_print_line(" signal [message]\nAliases: 'raw_emit', 'emit', 'r', 'e'\n")
debug_print_line("Puts a message on the MessageBus without validation.\n")
"clear","cls":
debug_print_line("\nAliases: 'clear', 'cls'\n")
debug_print_line("Clears the debug output.\n")
"help", "h":
debug_print_line(" [command]\nAliases: 'help', 'h'\n")
debug_print_line("Prints information about a command.\n")
"pwd", "pwn":
debug_print_line("\nAliases: 'pwn', 'pwd'\n")
debug_print_line("Prints the Present Working Node.\n")
"cd", "cn":
debug_print_line(" path/to/node\nAliases: 'cn', 'cd'\n")
debug_print_line("Change the Present Working Node.\n")
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_:
debug_print_line(command[1] + "\nIsn't a valid command\n")
# Completes a relative or absolute path, and returns the node it refers to
func complete_path(path):
if path.is_rel_path(): # convert to absolute path
path = String(present_working_node.get_path()) + "/" + path
var node = get_node(path)
if node:
return node
return null