In-game console for Godot, which could be easily extended with new commands.
Creating custom commands with add_command.
Autocomplete with TAB
keyboard key.
Writing to console using write and write_line methods. You can also use BB codes.
(Is also printed to engine output)
Session command history (using UP
and DOWN
keyboard arrows).
Console.gd
line 30 the current NUMBER to an positive integer value)
29: var History = preload('Misc/History.gd').new(NUMBER)
FuncRef support with Godot >=3.2 (can be used as a command target).
addons/@quentincaffeino/*
, addons/quentincaffeino/*
.Project > Project Settings > Plugins
, search for quentincaffeino-console
and check the Enable checkbox.quentincaffeino_console_toggle
action)../addons/@quentincaffeino
and ./addons/quentincaffeino
into your projects addons
folder.So you will have this structure:
res://
├── addons
│ ├── @quentincaffeino
│ ├── quentincaffeino
│ ├── ...
Project > Project Settings > Plugins
, search for quentincaffeino-console
and check the Enable checkbox.quentincaffeino_console_toggle
action).Usage we will get:
$ sayHello "Adam Smith"
Hello Adam Smith!
# Function that will be called by our command
func print_hello(name = ''):
Console.write_line('Hello ' + name + '!')
func _ready():
# Registering command
# 1. argument is command name
# 2. arg. is target (target could be a funcref)
# 3. arg. is target name (name is not required if it is the same as first arg or target is a funcref)
Console.add_command('sayHello', self, 'print_hello')\
.set_description('Prints "Hello %name%!"')\
.add_argument('name', TYPE_STRING)\
.register()
// Function that will be called by our command
public string PrintHello(string name = null) {
GD.Print("Hello " + name + "!");
return "test";
}
public override void _Ready()
{
// Registering command
// 1. argument is command name
// 2. arg. is target (target could be a funcref)
// 3. arg. is target name (name is not required if it is the same as first arg or target is a funcref)
(((GetNode("/root/Console").Call("add_command", "sayHello", this, "PrintHello") as Godot.Object)
.Call("set_description", "prints \"hello %name%!\"") as Godot.Object)
.Call("add_argument", "name", Variant.Type.String) as Godot.Object)
.Call("register");
}
Console
checkbox from the addon tab you will want to enable CSharpConsole
via the plugin checkboxExample:
public override void _Ready()
{
_wrapper = GetTree().Root.GetNode<Console>("CSharpConsole");
_wrapper.AddCommand("sayHello", this, nameof(PrintHello))
.SetDescription("prints \"hello %name%!\"")
.AddArgument("name", Variant.Type.String)
.Register();
}
public void PrintHello(string name = null) {
GD.Print($"Hello {name}!");
}
Thanks goes to these wonderful people (emoji key):
This project follows the all-contributors specification. Contributions of any kind welcome!
Licensed under the MIT license, see LICENSE.md
for more information.