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

694 lines
23 KiB
GDScript

extends Control
# Hello, god class. Though, as an optional module, it's not the worst it could be.
# Smells of feature creep, because it absolutely is one.
var debug_canvas
var debug_active = false
var menu_moving = false
var menu_position = 0.0
var menu_velocity = 4
var history : Array = []
var history_pos = 0
# Controls whether to print to the screen
var echo = true
# Controls whether the player is allowed to cheat:
var cheats = false
var cheat_code = "989172bdaff124fc237b3f904a1886b91dc3ae718da15a6055ff416284f39a58"
onready var expression = Expression.new()
# metadata: args list, help blurb, and cheatmap accessed by function name
enum {ARGS, HELPTEXT, IS_CHEAT}
var command_metadata = {
# command_id [args "Help text" is cheat]
"command_help": [" [command]", "Print information about command.\n", false],
"command_history": ["", "Print the history log.\n", false],
"command_perf": [" stat", "Print performance info (fps, nodes, proctime, ... )\n", false],
"command_list": [" [path]", "List children of path, or of present working node.\n", false],
"command_start": [" filename", "Load PackedScene filename.tscn as child.\n", true ],
"command_kill": [" name", "Kill child node with matching name.\n", true ],
"command_pwd": ["", "Print the Present Working Node.\n", false],
"command_cd": [" path", "Change the Present Working Node to path.\n", false],
"command_print": [" string", "Print string to the in-game debug console.\n", false],
"command_clear": ["", "Clear the debug output.\n", false],
# !EXTREMELY DANGER {
"command_emit": [" signal [message]", "Emit a message on MessageBus.signal without validation.\n", true ],
"command_call": [" func [args ...]", "Call func(...) with arguments args.\n", true ],
"command_exec": [" expression ...", "Evaluate an arbitrary expression, and print the result.\n", true ],
# }
"command_listprops": ["", "List properties of the Present Working Node\n", true ],
"command_getprop": [" prop", "Get the value of property prop\n", true ],
"command_setprop": [" prop value", "Set the property prop to value.\n", true ],
"command_script": [" path", "Load and execute a script at user://scripts/<name>\n", false],
"command_echo": [" on/off", "Controls whether lines should be printed to the screen\n", true ],
"command_cheat": [" [password]", "Controls whether cheats are enabled, using a fun code\n", false],
"command_restart": ["", "Kill the current scene tree and plant a new Root.\n", true ],
"command_exit": ["", "Quits the program.\n", false],
"command_empty": ["", "No Operation.\n", false],
}
# List of debug commands accessed by alias
# The first alias is the canonical alias, aka command name
var commands = {
# [alias array]: "func_name"
["help", "h"]: "command_help",
["hist", "history"]: "command_history",
["perf", "performance"]: "command_perf",
["list", "ls", "l"]: "command_list",
["start", "open", "o"]: "command_start",
["kill", "stop", "k"]: "command_kill",
["pwd", "pwn"]: "command_pwd",
["cd", "cn"]: "command_cd",
["print", "p"]: "command_print",
["clear","cls"]: "command_clear",
["emit", "e"]: "command_emit",
["call", "func"]: "command_call",
["exec", "_", "$", ">"]: "command_exec",
["listprops", "lsp"]: "command_listprops",
["getprop","get", "g"]: "command_getprop",
["setprop","set", "s"]: "command_setprop",
["script", "sh"]: "command_script",
["@echo"]: "command_echo",
["cheat", "*"]: "command_cheat",
["restart", "killall"]: "command_restart",
["exit", "quit"]: "command_exit",
["", "#"]: "command_empty"
}
#List of all of Godot's builtin types
const types:Array = [
"nil", "bool","int","float","String","Vector2","Rect2",
"Vector3","Transform2D","Plane","Quat","AABB","Basis","Transform",
"Color","NodePath","RID","Object","Dictionary","Array","PoolByteArray",
"PoolIntArray","PoolRealArray","PoolStringArray","PoolVector2Array",
"PoolVector3Array","PoolColorAray"
]
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
# clear_in: clear the debug input
signal clear_in
# clear_out: clear the debug output
signal clear_out
# print_text(text): Send text to the Out buffer
signal print_text(text)
# history_event(text): Send text to the In buffer
signal history_event(text)
# Inherited functions:
# _ready: Called when the node enters the scene tree for the first time.
# params: none
# returns: void
func _ready():
debug_canvas = get_node("debug_canvas")
debug_canvas.set_transform(menu_hidden) #initialize the debug menu as hidden
command_help([""])
debug_print_line("> ")
# _process: Called every frame. Controls slide-in animation and focus-grabbing
# params: delta: elapsed time
# returns: void
func _process(delta):
if (debug_active && menu_position < 1):
# Move the menu down
menu_position += menu_velocity * delta;
menu_moving = true
$debug_canvas/VBoxContainer/LineEdit.grab_focus()
elif (!debug_active && menu_position > 0):
# Move the menu up
menu_position -= menu_velocity * delta;
menu_moving = true
# Clear the input box
emit_signal("clear_in")
elif (menu_position < 0 || menu_position > 1):
menu_position = round(menu_position)
menu_moving = true
else:
menu_moving = false
if menu_moving:
debug_canvas.set_transform(menu_hidden.interpolate_with(menu_active, menu_position))
# _input: Process user input related to the debug menu
# params: event: The input event which triggered _input call
# returns: void
func _input(event):
if event.is_action_pressed("ui_debug_open"):
# open debug menu
debug_active = !debug_active;
# Hand the keyboard focus to the next valid focus
if (!debug_active) && find_next_valid_focus(): find_next_valid_focus().grab_focus()
if event.is_action_pressed("ui_debug_up") and debug_active:
#traverse history up
history_move(-1)
pass
if event.is_action_pressed("ui_debug_down") and debug_active:
#traverse history down
history_move(+1)
# Command-processing functions:
# _on_LineEdit_text_entered: process incoming text line
# params: line: Line of text entered by user
# returns: void
func _on_LineEdit_text_entered(line):
emit_signal("clear_in")
debug_print_line(line + "\n")
var command = line.split(' ', true, 1)
if execute_command(command):
history_append(line)
else:
debug_print_line("dbg: command not found: " + command[0] + "\n")
debug_print_line("> ")
# execute_command: execute a line of text as a command
# params: command: partially tokenized PoolStringArray ["command_alias", "parameters ..."]
# returns: name of executed function, or null if nothing executed
func execute_command(command):
var command_func = parse(command[0])
if command_func and is_command_allowed(command_func):
call(command_func, command)
else:
command_func = null
return command_func
# is_command_allowed: Test if the command is allowed (not cheating, or cheating is on)
# params: command_func: the name of the function to be executed
# returns: true if command is valid, or false if command is cheat and cheating is disabled
func is_command_allowed(command_func):
# return true if cheats or on, or command is not cheat
return cheats or not command_metadata[command_func][IS_CHEAT]
# History_related helper functions:
# history_append: add a line of text to the history
# params: text: line of text (unparsed command) to add to history
# returns: void
func history_append(text):
history.resize(history_pos + 2)
history[history_pos] = text
history[history_pos + 1] = ""
history_pos += 1
# history_move: Traverse the history and update the user input box
# params: rel_pos: amount to move, relative to the current history_pos
# returns: void
func history_move(rel_pos):
var new_pos = history_pos + rel_pos
if new_pos >= 0 and new_pos < history.size():
history_pos = new_pos;
if history[history_pos]:
emit_signal("history_event", history[history_pos])
else:
emit_signal("clear_in")
# Debug-related helper functions:
# debug_print_line: request printing of c-escaped text to debug output
# params: string: Text string to print
# returns: void
func debug_print_line(string):
if echo:
emit_signal("print_text", string.c_unescape())
# get_pwn: get the present working node if valid, otherwise cd to root
func get_pwn():
if !is_instance_valid(present_working_node):
debug_print_line("Node freed, traversing to /root/\n")
present_working_node = get_node("/root/")
return present_working_node
# complete_path: complete a relative or absolute path, and returns the node it refers to
# params: path: relative or absolute path to a node
# returns: void
func complete_path(path):
if path.is_rel_path(): # convert to absolute path
path = String(get_pwn().get_path()) + "/" + path
var node = get_node(path)
if node:
return node
return null
# Command-lookup functions:
# parse: parse command name and return associated func name
# params: alias: alias of a command
# returns: name of command function
func parse(alias):
var key = lookup(alias)
if key:
return commands[key]
return null
# name_lookup: find key associated with function name
# params: command_name: alias of a command
# returns: key: Array containing all aliases of the given command
func lookup(alias):
for key in commands.keys():
if alias in key:
return key
return null
# get_canonical: find the canonical name for a command
# params: alias: alias of a command
# returns: name: canonical name for a command
func get_canonical(alias):
var names = lookup(alias)
if names:
return names[0]
return null
# get_usage: Construct the usage string for a command
# params: alias: alias of a command
# returns: usage string for the command, formatted for printing
func get_usage(alias):
return "Usage: " + alias + command_metadata[parse(alias)][0] + "\n"
# String casting functions
# variant_to_string: Cast arbitrary GDScript Variant to String
# params: variant: variant to cast
# returns: String representing the Variant as closely as possible
func variant_to_string(variant):
var res
match typeof(variant):
TYPE_NIL:
res = "null"
TYPE_OBJECT: #No conversion from object to string; a unique case.
if (variant):
res = variant.to_string()
else:
res = "Object = null"
_:
res = String(variant)
return res
# string_to_variant: Cast a string to a specified GDScript type
# params: string: string to be cast
# type: type to cast string to
# returns: GDScript Variant of given type
func string_to_variant(string, type):
var res = null
var list = listify_string(string)
match type:
TYPE_NIL:
res = null
TYPE_BOOL:
match string.to_lower():
"true", "1", "ok", "on":
res = true
_:
res = false
TYPE_INT:
res = int(string)
TYPE_REAL:
res = float(string)
TYPE_STRING:
res = string
TYPE_COLOR:
res = Color(string)
TYPE_NODE_PATH:
res = NodePath(string)
TYPE_ARRAY:
res = list
TYPE_RAW_ARRAY:
res = PoolByteArray(list)
TYPE_INT_ARRAY:
res = PoolIntArray(list)
TYPE_REAL_ARRAY:
res = PoolRealArray(list)
TYPE_STRING_ARRAY:
res = list
TYPE_COLOR_ARRAY:
res = PoolColorArray(list)
_:
debug_print_line("No cast from String to %s\n" % types[typeof(type)])
return res
# listify_string: takes a string and turns it into a list, by splitting on commas and/or spaces
# params: string: string to be made into a list
# returns: PoolStringArray containing substrings of the list
func listify_string(string):
var res = []
if string.findn(', ') > -1:
res = string.split(', ', true, 0)
elif string.findn(',') > -1:
res = string.split(',', true, 0)
else:
res = string.split(' ', true, 0)
return res
# file_exists: checks if a file exists at path
# params: path: string denoting the path to a file
# returns: bool denoting file's presence at path
func file_exists(path):
var D = Directory.new()
return D.file_exists(path)
# Commands. All commands take in a parameter called command,
# which contains a partially tokenized command
# start: Loads scene from res://scenes/*.tscn by filename, and starts it
func command_start (command):
if command.size() > 1:
var path = "res://scenes/%s.tscn" % command[1]
var pack = load(path) if file_exists(path) else null
# Check if the resource was opened
if pack:
get_pwn().add_child(pack.instance());
debug_print_line("started '%s'\n" % command[1])
else:
debug_print_line("Path not found: %s\n" % "res://scenes/%s.tscn" % command[1])
else:
debug_print_line(get_usage(command[0]))
# stop: kills a child of current working node
func command_kill (command):
if command.size() > 1:
var node = get_pwn().find_node(command[1], false, false)
if node:
if String(node.get_path()).match("*Debug*"):
debug_print_line("I'm sorry, Dave. I'm afraid I can't do that.\n")
else:
node.queue_free()
debug_print_line("%s killed\n" % command[1])
else:
debug_print_line("%s: %s not found.\n" % [command[0], command[1]])
else:
debug_print_line(get_usage(command[0]))
# list: Lists children of node
func command_list (command):
var node = null
if (command.size() > 1):
node = complete_path(command[1])
if (!node):
node = get_pwn()
var children = node.get_children()
var names = []
for i in range (children.size()):
names.append(children[i].name)
debug_print_line(String(names) + "\n")
# restart: Kills the current tree and replants Root
func command_restart (_command):
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])
else:
debug_print_line("\n")
# emit: emits a message onto the MessageBus
func command_emit (command):
if command.size() > 1:
var mbus_signal = command[1].split(' ', true, 1)
match mbus_signal.size():
2:
debug_print_line("Message: %s (%s)" % mbus_signal)
MessageBus.emit_signal(mbus_signal[0], mbus_signal[1])
1:
debug_print_line("Message: %s" % mbus_signal)
MessageBus.emit_signal(mbus_signal[0])
0: debug_print_line(get_usage(command[0]))
else:
debug_print_line(get_usage(command[0]))
# clear: clears the debug output
func command_clear (_command):
emit_signal("clear_out");
# pwd: print the present working node's path
func command_pwd (_command):
debug_print_line(String(get_pwn().get_path()) + "\n")
# cd: change the present 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 (get_canonical(command[0]) + ': no such node: ' + command[1] + '\n')
else:
debug_print_line(get_usage(command[0]))
# help: Prints help dialogue
func command_help (command):
if (command.size() == 1):
debug_print_line("Valid commands:\n")
for key in commands:
# if command is allowed in current context, print it
if is_command_allowed(commands[key]):
debug_print_line(key[0] + " ")
debug_print_line("\n")
else:
var command_func = parse(command[1])
if command_func in command_metadata and is_command_allowed(command_func):
var text = command_metadata[command_func]
var aliases = String(lookup(command[1]))
debug_print_line("%s%s:\n Aliases: %s\n %s" % [command[1], text[ARGS], aliases, text[HELPTEXT]])
else:
debug_print_line("%s: command not found: %s\n" % [command[0], command[1]])
# exit: request program exit
func command_exit(_command):
MessageBus.emit_signal("quit")
# call: call arbitrary member function of present working node
func command_call(command):
if command.size() > 1:
var call_ret = null
var call_args = []
var call_cmd = command[1].split(' ', true, 1)
if call_cmd.size() > 1:
call_args = call_cmd[1].split(' ', false, 0)
if get_pwn().has_method(call_cmd[0]):
call_ret = get_pwn().callv(call_cmd[0], call_args)
else:
debug_print_line("We're sorry, but your call could not be completed as dialed.\n"
+ "Please hang up and try your call again.\n")
return
debug_print_line("%s\n" % variant_to_string(call_ret))
else:
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