mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 05:25:57 +00:00
681 lines
23 KiB
GDScript
681 lines
23 KiB
GDScript
extends Control
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# Hello, god class. Though, as an optional module, it's not the worst it could be.
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# Smells of feature creep, because it absolutely is one.
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var debug_canvas
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var debug_active = false
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var menu_moving = false
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var menu_position = 0.0
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var menu_velocity = 4
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var history : Array = []
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var history_pos = 0
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# Controls whether to print to the screen
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var echo = true
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# Controls whether the player is allowed to cheat:
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var cheats = false
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var cheat_code = "989172bdaff124fc237b3f904a1886b91dc3ae718da15a6055ff416284f39a58"
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onready var expression = Expression.new()
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# metadata: args list, help blurb, and cheatmap accessed by function name
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enum {ARGS, HELPTEXT, IS_CHEAT}
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var command_metadata = {
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# command_id [args "Help text" is cheat]
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"command_help": [" [command]", "Print information about command.\n", false],
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"command_history": ["", "Print the history log.\n", false],
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"command_perf": [" stat", "Print performance info (fps, nodes, proctime, ... )\n", false],
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"command_list": [" [path]", "List children of path, or of present working node.\n", false],
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"command_start": [" filename", "Load PackedScene filename.tscn as child.\n", true ],
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"command_kill": [" name", "Kill child node with matching name.\n", true ],
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"command_pwd": ["", "Print the Present Working Node.\n", false],
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"command_cd": [" path", "Change the Present Working Node to path.\n", false],
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"command_print": [" string", "Print string to the in-game debug console.\n", false],
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"command_clear": ["", "Clear the debug output.\n", false],
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# !EXTREMELY DANGER {
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"command_emit": [" signal [message]", "Emit a message on MessageBus.signal without validation.\n", true ],
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"command_call": [" func [args ...]", "Call func(...) with arguments args.\n", true ],
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"command_exec": [" expression ...", "Evaluate an arbitrary expression, and print the result.\n", true ],
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# }
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"command_listprops": ["", "List properties of the Present Working Node\n", true ],
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"command_getprop": [" prop", "Get the value of property prop\n", true ],
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"command_setprop": [" prop value", "Set the property prop to value.\n", true ],
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"command_script": [" path", "Load and execute a script at user://scripts/<name>\n", false],
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"command_echo": [" on/off", "Controls whether lines should be printed to the screen\n", true ],
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"command_cheat": [" [password]", "Controls whether cheats are enabled, using a fun code\n", false],
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"command_restart": ["", "Kill the current scene tree and plant a new Root.\n", true ],
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"command_exit": ["", "Quits the program.\n", false],
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"command_empty": ["", "No Operation.\n", false],
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}
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# List of debug commands accessed by alias
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# The first alias is the canonical alias, aka command name
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var commands = {
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# [alias array]: "func_name"
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["help", "h"]: "command_help",
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["hist", "history"]: "command_history",
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["perf", "performance"]: "command_perf",
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["list", "ls", "l"]: "command_list",
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["start", "open", "o"]: "command_start",
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["kill", "stop", "k"]: "command_kill",
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["pwd", "pwn"]: "command_pwd",
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["cd", "cn"]: "command_cd",
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["print", "p"]: "command_print",
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["clear","cls"]: "command_clear",
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["emit", "e"]: "command_emit",
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["call", "func"]: "command_call",
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["exec", "_", "$", ">"]: "command_exec",
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["listprops", "lsp"]: "command_listprops",
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["getprop","get", "g"]: "command_getprop",
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["setprop","set", "s"]: "command_setprop",
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["script", "sh"]: "command_script",
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["@echo"]: "command_echo",
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["cheat", "*"]: "command_cheat",
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["restart", "killall"]: "command_restart",
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["exit", "quit"]: "command_exit",
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["", "#"]: "command_empty"
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}
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#List of all of Godot's builtin types
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const types:Array = [
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"nil", "bool","int","float","String","Vector2","Rect2",
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"Vector3","Transform2D","Plane","Quat","AABB","Basis","Transform",
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"Color","NodePath","RID","Object","Dictionary","Array","PoolByteArray",
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"PoolIntArray","PoolRealArray","PoolStringArray","PoolVector2Array",
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"PoolVector3Array","PoolColorAray"
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]
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onready var present_working_node = get_node("/root/Main")
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# positions when the menu is hidden/active
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var menu_hidden = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0,-170))
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var menu_active = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0, 0))
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# signals
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# clear_in: clear the debug input
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signal clear_in
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# clear_out: clear the debug output
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signal clear_out
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# print_text(text): Send text to the Out buffer
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signal print_text(text)
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# history_event(text): Send text to the In buffer
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signal history_event(text)
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# Inherited functions:
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# _ready: Called when the node enters the scene tree for the first time.
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# params: none
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# returns: void
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func _ready():
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debug_canvas = get_node("debug_canvas")
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debug_canvas.set_transform(menu_hidden) #initialize the debug menu as hidden
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command_help([""])
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debug_print_line("> ")
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# _process: Called every frame. Controls slide-in animation and focus-grabbing
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# params: delta: elapsed time
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# returns: void
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func _process(delta):
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if (debug_active && menu_position < 1):
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# Move the menu down
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menu_position += menu_velocity * delta;
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menu_moving = true
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$debug_canvas/VBoxContainer/LineEdit.grab_focus()
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elif (!debug_active && menu_position > 0):
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# Move the menu up
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menu_position -= menu_velocity * delta;
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menu_moving = true
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# Clear the input box
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emit_signal("clear_in")
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elif (menu_position < 0 || menu_position > 1):
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menu_position = round(menu_position)
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menu_moving = true
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else:
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menu_moving = false
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if menu_moving:
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debug_canvas.set_transform(menu_hidden.interpolate_with(menu_active, menu_position))
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# _input: Process user input related to the debug menu
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# params: event: The input event which triggered _input call
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# returns: void
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func _input(event):
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if event.is_action_pressed("ui_debug_open"):
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# open debug menu
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debug_active = !debug_active;
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# Hand the keyboard focus to the next valid focus
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if (!debug_active) && find_next_valid_focus(): find_next_valid_focus().grab_focus()
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if event.is_action_pressed("ui_debug_up") and debug_active:
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#traverse history up
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history_move(-1)
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pass
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if event.is_action_pressed("ui_debug_down") and debug_active:
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#traverse history down
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history_move(+1)
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# Command-processing functions:
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# _on_LineEdit_text_entered: process incoming text line
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# params: line: Line of text entered by user
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# returns: void
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func _on_LineEdit_text_entered(line):
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emit_signal("clear_in")
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debug_print_line(line + "\n")
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var command = line.split(' ', true, 1)
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if execute_command(command):
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history_append(line)
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else:
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debug_print_line("dbg: command not found: " + command[0] + "\n")
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debug_print_line("> ")
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# execute_command: execute a line of text as a command
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# params: command: partially tokenized PoolStringArray ["command_alias", "parameters ..."]
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# returns: name of executed function, or null if nothing executed
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func execute_command(command):
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var command_func = parse(command[0])
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if command_func and is_command_allowed(command_func):
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call(command_func, command)
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else:
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command_func = null
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return command_func
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# is_command_allowed: Test if the command is allowed (not cheating, or cheating is on)
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# params: command_func: the name of the function to be executed
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# returns: true if command is valid, or false if command is cheat and cheating is disabled
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func is_command_allowed(command_func):
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# return true if cheats or on, or command is not cheat
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return cheats or not command_metadata[command_func][IS_CHEAT]
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# History_related helper functions:
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# history_append: add a line of text to the history
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# params: text: line of text (unparsed command) to add to history
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# returns: void
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func history_append(text):
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history.resize(history_pos + 2)
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history[history_pos] = text
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history[history_pos + 1] = ""
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history_pos += 1
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# history_move: Traverse the history and update the user input box
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# params: rel_pos: amount to move, relative to the current history_pos
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# returns: void
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func history_move(rel_pos):
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var new_pos = history_pos + rel_pos
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if new_pos >= 0 and new_pos < history.size():
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history_pos = new_pos;
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if history[history_pos]:
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emit_signal("history_event", history[history_pos])
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else:
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emit_signal("clear_in")
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# Debug-related helper functions:
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# debug_print_line: request printing of c-escaped text to debug output
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# params: string: Text string to print
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# returns: void
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func debug_print_line(string):
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if echo:
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emit_signal("print_text", string.c_unescape())
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# get_pwn: get the present working node if valid, otherwise cd to root
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func get_pwn():
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if !is_instance_valid(present_working_node):
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debug_print_line("Node freed, traversing to /root/\n")
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present_working_node = get_node("/root/")
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return present_working_node
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# complete_path: complete a relative or absolute path, and returns the node it refers to
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# params: path: relative or absolute path to a node
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# returns: void
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func complete_path(path):
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if path.is_rel_path(): # convert to absolute path
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path = String(get_pwn().get_path()) + "/" + path
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var node = get_node(path)
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if node:
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return node
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return null
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# Command-lookup functions:
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# parse: parse command name and return associated func name
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# params: alias: alias of a command
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# returns: name of command function
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func parse(alias):
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var key = lookup(alias)
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if key:
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return commands[key]
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return null
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# name_lookup: find key associated with function name
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# params: command_name: alias of a command
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# returns: key: Array containing all aliases of the given command
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func lookup(alias):
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for key in commands.keys():
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if alias in key:
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return key
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return null
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# get_canonical: find the canonical name for a command
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# params: alias: alias of a command
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# returns: name: canonical name for a command
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func get_canonical(alias):
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var names = lookup(alias)
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if names:
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return names[0]
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return null
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# get_usage: Construct the usage string for a command
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# params: alias: alias of a command
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# returns: usage string for the command, formatted for printing
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func get_usage(alias):
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return "Usage: " + alias + command_metadata[parse(alias)][0] + "\n"
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# String casting functions
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# variant_to_string: Cast arbitrary GDScript Variant to String
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# params: variant: variant to cast
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# returns: String representing the Variant as closely as possible
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func variant_to_string(variant):
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var res
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match typeof(variant):
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TYPE_NIL:
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res = "null"
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TYPE_OBJECT: #No conversion from object to string; a unique case.
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if (variant):
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res = variant.to_string()
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else:
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res = "Object = null"
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_:
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res = String(variant)
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return res
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# string_to_variant: Cast a string to a specified GDScript type
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# params: string: string to be cast
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# type: type to cast string to
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# returns: GDScript Variant of given type
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func string_to_variant(string, type):
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var res = null
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var list = listify_string(string)
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match type:
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TYPE_NIL:
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res = null
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TYPE_BOOL:
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match string.to_lower():
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"true", "1", "ok", "on":
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res = true
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_:
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res = false
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TYPE_INT:
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res = int(string)
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TYPE_REAL:
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res = float(string)
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TYPE_STRING:
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res = string
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TYPE_COLOR:
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res = Color(string)
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TYPE_NODE_PATH:
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res = NodePath(string)
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TYPE_ARRAY:
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res = list
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TYPE_RAW_ARRAY:
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res = PoolByteArray(list)
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TYPE_INT_ARRAY:
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res = PoolIntArray(list)
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TYPE_REAL_ARRAY:
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res = PoolRealArray(list)
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TYPE_STRING_ARRAY:
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res = list
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TYPE_COLOR_ARRAY:
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res = PoolColorArray(list)
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_:
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debug_print_line("No cast from String to %s\n" % types[typeof(type)])
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return res
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# listify_string: takes a string and turns it into a list, by splitting on commas and/or spaces
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# params: string: string to be made into a list
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# returns: PoolStringArray containing substrings of the list
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func listify_string(string):
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var res = []
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if string.findn(', ') > -1:
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res = string.split(', ', true, 0)
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elif string.findn(',') > -1:
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res = string.split(',', true, 0)
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else:
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res = string.split(' ', true, 0)
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return res
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# Commands. All commands take in a parameter called command,
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# which contains a partially tokenized command
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# start: Loads scene from res://scenes/*.tscn by filename, and starts it
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func command_start (command):
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if command.size() > 1:
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var pack = load("res://scenes/%s.tscn" % command[1])
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get_pwn().add_child(pack.instance());
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debug_print_line("started '%s'\n" % command[1])
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else:
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debug_print_line(get_usage(command[0]))
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# stop: kills a child of current working node
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func command_kill (command):
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if command.size() > 1:
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var node = get_pwn().find_node(command[1], false, false)
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if node:
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if String(node.get_path()).match("*Debug*"):
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debug_print_line("YOU DIDN'T SAY THE MAGIC WORD!\n")
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else:
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node.queue_free()
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debug_print_line("%s killed\n" % command[1])
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else:
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debug_print_line("%s: %s not found.\n" % [command[0], command[1]])
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else:
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debug_print_line(get_usage(command[0]))
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# list: Lists children of node
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func command_list (command):
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var node = null
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if (command.size() > 1):
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node = complete_path(command[1])
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if (!node):
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node = get_pwn()
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var children = node.get_children()
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var names = []
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for i in range (children.size()):
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names.append(children[i].name)
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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")
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# print: prints a message to the in-game debug console
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func command_print(command):
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if command.size() > 1:
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debug_print_line(command[1])
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else:
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debug_print_line("\n")
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# emit: emits a message onto the MessageBus
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func command_emit (command):
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if command.size() > 1:
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var mbus_signal = command[1].split(' ', true, 1)
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match mbus_signal.size():
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2:
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debug_print_line("Message: %s (%s)" % mbus_signal)
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MessageBus.emit_signal(mbus_signal[0], mbus_signal[1])
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1:
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debug_print_line("Message: %s" % mbus_signal)
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MessageBus.emit_signal(mbus_signal[0])
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0: debug_print_line(get_usage(command[0]))
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else:
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debug_print_line(get_usage(command[0]))
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# clear: clears the debug output
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func command_clear (_command):
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emit_signal("clear_out");
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# pwd: print the present working node's path
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func command_pwd (_command):
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debug_print_line(String(get_pwn().get_path()) + "\n")
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# cd: change the present working node
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func command_cd (command):
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if command.size() > 1:
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var node = complete_path(command[1])
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if node:
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present_working_node = node
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else:
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debug_print_line (get_canonical(command[0]) + ': no such node: ' + command[1] + '\n')
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else:
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debug_print_line(get_usage(command[0]))
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# help: Prints help dialogue
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func command_help (command):
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if (command.size() == 1):
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debug_print_line("Valid commands:\n")
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for key in commands:
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# if command is allowed in current context, print it
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if is_command_allowed(commands[key]):
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debug_print_line(key[0] + " ")
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debug_print_line("\n")
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else:
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var command_func = parse(command[1])
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if command_func in command_metadata and is_command_allowed(command_func):
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var text = command_metadata[command_func]
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var aliases = String(lookup(command[1]))
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debug_print_line("%s%s:\n Aliases: %s\n %s" % [command[1], text[ARGS], aliases, text[HELPTEXT]])
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else:
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debug_print_line("%s: command not found: %s\n" % [command[0], command[1]])
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# exit: request program exit
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func command_exit(_command):
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MessageBus.emit_signal("quit")
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# call: call arbitrary member function of present working node
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func command_call(command):
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if command.size() > 1:
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var call_ret = null
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var call_args = []
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var call_cmd = command[1].split(' ', true, 1)
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if call_cmd.size() > 1:
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call_args = call_cmd[1].split(' ', false, 0)
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if get_pwn().has_method(call_cmd[0]):
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call_ret = get_pwn().callv(call_cmd[0], call_args)
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else:
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debug_print_line("We're sorry, but your call could not be completed as dialed.\n"
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+ "Please hang up and try your call again.\n")
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return
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debug_print_line("%s\n" % variant_to_string(call_ret))
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else:
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debug_print_line(get_usage(command[0]))
|
|
|
|
# exec: execute an arbitrary GDScript expression as present working node
|
|
func command_exec(command):
|
|
if command.size() > 1:
|
|
var res
|
|
var err = expression.parse(command[1])
|
|
if err == OK:
|
|
res = expression.execute([], get_pwn(), false);
|
|
if expression.has_execute_failed():
|
|
debug_print_line("%s: command not found: %s " % [command[0], command[1]])
|
|
res = ""
|
|
else:
|
|
res = expression.get_error_text()
|
|
debug_print_line("%s\n" % variant_to_string(res))
|
|
else:
|
|
debug_print_line(get_usage(command[0]))
|
|
|
|
# listprops: list properties (variables) of present working node
|
|
func command_listprops(_command):
|
|
var props = ""
|
|
var proplist = get_pwn().get_property_list()
|
|
proplist.sort_custom(self, "propSort")
|
|
for prop in proplist:
|
|
if prop["name"]:
|
|
props += "%s %s\n" % [types[prop["type"]], prop["name"]]
|
|
pass
|
|
debug_print_line(props)
|
|
pass
|
|
# propsort: sort props by type, alphabetically
|
|
func propSort(a, b):
|
|
if a["type"] == b["type"]:
|
|
return a["name"] < b["name"]
|
|
return types[a["type"]].to_lower() < types[b["type"]].to_lower()
|
|
|
|
# getprop: get the value of a named property of the present working node
|
|
func command_getprop(command):
|
|
if command.size() > 1:
|
|
var res = get_pwn().get(command[1])
|
|
debug_print_line(variant_to_string(res) + "\n")
|
|
else:
|
|
debug_print_line(get_usage(command[0]))
|
|
|
|
# setprop: set the value of a named property of the present working node
|
|
func command_setprop(command):
|
|
if command.size() > 1:
|
|
var prop = command[1].split(' ', true, 1)
|
|
if prop.size() > 1 && prop[0].is_valid_identifier():
|
|
var type = typeof(get_pwn().get(prop[0]))
|
|
var variant = string_to_variant(prop[1], type)
|
|
if typeof(variant) > TYPE_NIL:
|
|
get_pwn().set(prop[0], string_to_variant(prop[1], type))
|
|
else:
|
|
debug_print_line(get_usage(command[0]))
|
|
|
|
# history: print the command history
|
|
func command_history(_command):
|
|
var lnum = 0
|
|
for line in history:
|
|
if line:
|
|
debug_print_line("%2d: %s\n" % [lnum, line])
|
|
lnum += 1
|
|
#debug_print_line("history_pos = " + String(history_pos) + "\n")
|
|
|
|
# perf: Print the value of a Godot Engine performance counter
|
|
func command_perf(command):
|
|
if command.size() > 1:
|
|
var stat = perf(command[1])
|
|
if stat:
|
|
debug_print_line("%s\n" % String(stat))
|
|
else:
|
|
debug_print_line("null\n")
|
|
else:
|
|
debug_print_line(get_usage(command[0]))
|
|
|
|
# script: run a script from user://scripts/
|
|
func command_script(command):
|
|
var script = []
|
|
if (command.size() > 1):
|
|
var path = "user://scripts/" + command[1]
|
|
var f = File.new()
|
|
var err = f.open(path, File.READ)
|
|
if err == OK:
|
|
# Read the file
|
|
while not f.eof_reached():
|
|
script.push_back(f.get_line())
|
|
f.close()
|
|
# Save state and turn off echo
|
|
var state = {"echo": echo,
|
|
"pwn": present_working_node,
|
|
"history_pos": history_pos,
|
|
"history": history,
|
|
"expression": expression,
|
|
"cheats": cheats}
|
|
echo = false
|
|
# Execute the script
|
|
for cmd in script:
|
|
cmd = cmd.split(' ', true, 1)
|
|
execute_command(cmd)
|
|
# Restore state
|
|
echo = state["echo"]
|
|
present_working_node = state["pwn"]
|
|
history_pos = state["history_pos"]
|
|
history = state["history"]
|
|
expression = state["expression"]
|
|
cheats = state["cheats"]
|
|
else:
|
|
debug_print_line("File not found: " + command[1] + "\n")
|
|
else:
|
|
debug_print_line(get_usage(command[0]))
|
|
|
|
# echo: enable and disable echoing commands and their outputs to the terminal
|
|
func command_echo(command):
|
|
if command.size() > 1:
|
|
echo = string_to_variant(command[1], TYPE_BOOL)
|
|
else:
|
|
debug_print_line(get_usage(command[0]))
|
|
|
|
# cheat: Disable cheats, or enable them if you say the magic word
|
|
func command_cheat(command):
|
|
# check if there's more than one input to the command:
|
|
if command.size() > 1:
|
|
# hash the password
|
|
var code = command[1].sha256_text()
|
|
if code == cheat_code:
|
|
debug_print_line("Cheats enabled.\n")
|
|
cheats = true
|
|
return
|
|
debug_print_line("Ah ah ah, you didn't say the magic word!\n")
|
|
cheats = false
|
|
debug_print_line("Cheats disabled.\n")
|
|
pass
|
|
|
|
# look-up table for performance monitor -> index pairs
|
|
# See https://docs.godotengine.org/en/stable/classes/class_performance.html
|
|
const monitor_lookup = {
|
|
# Time
|
|
"time:fps": 0,
|
|
"time:process": 1,
|
|
"time:physics process": 2,
|
|
# Memory
|
|
"memory:static": 3,
|
|
"memory:dynamic": 4,
|
|
"memory:static max": 5,
|
|
"memory:dynamic max": 6,
|
|
"memory:message buffer max": 7,
|
|
# Objects
|
|
"object:count": 8,
|
|
"object:resource count": 9,
|
|
"object:node count": 10,
|
|
"object:orphan node count": 11,
|
|
# Render
|
|
"render:objects in frame": 12,
|
|
"render:vertices in frame": 13,
|
|
"render:material changes in frame": 14,
|
|
"render:shader changes in frame": 15,
|
|
"render:surface changes in frame": 16,
|
|
"render:draw calls in frame": 17,
|
|
"render:2d items in frame": 18,
|
|
"render:2d draw calls in frame": 19,
|
|
"render:video memory used": 20,
|
|
"render:texture memory used": 21,
|
|
"render:vertex memory used": 22,
|
|
"render:total video memory used": 23,
|
|
# Physics2D
|
|
"physics2d:active objects": 24,
|
|
"physics2d:collision pairs": 25,
|
|
"physics2d:island count":26,
|
|
# Physics3D
|
|
"physics3d:active objects": 27,
|
|
"physics3d:collision pairs": 28,
|
|
"physics3d:island count": 29,
|
|
# Audio
|
|
"audio:output latency": 30
|
|
}
|
|
|
|
# Get a performance counter given a string
|
|
func perf(attribute):
|
|
if attribute.is_valid_integer():
|
|
return Performance.get_monitor(int(attribute))
|
|
if attribute in monitor_lookup:
|
|
return Performance.get_monitor(monitor_lookup[attribute.to_lower()])
|
|
# Shortcut to popular counters
|
|
match attribute.to_lower():
|
|
"fps":
|
|
return Performance.get_monitor(Performance.TIME_FPS)
|
|
"proctime":
|
|
return Performance.get_monitor(Performance.TIME_PROCESS)
|
|
"objects":
|
|
return Performance.get_monitor(Performance.OBJECT_COUNT)
|
|
"nodes":
|
|
return Performance.get_monitor(Performance.OBJECT_NODE_COUNT)
|
|
"resources":
|
|
return Performance.get_monitor(Performance.OBJECT_RESOURCE_COUNT)
|
|
return ""
|
|
|
|
# empty: No command
|
|
func command_empty(_command):
|
|
pass
|