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Add logging documentation
This also covers how to create custom loggers.
- Remove notice on Windows 10 requirement for `print_rich()` in Output panel,
since Godot requires Windows 10 as of 4.5.
(cherry picked from commit 7b98025f2e)
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committed by
Rémi Verschelde
parent
1fc4b37e37
commit
b458814995
@@ -47,6 +47,8 @@ is controlled by the **Run > Output > Always Clear Output on Play** editor setti
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Additionally, you can manually clear messages by clicking the "cleaning brush" icon
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in the top-right corner of the Output panel.
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.. _doc_output_panel_printing_messages:
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Printing messages
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-----------------
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@@ -54,6 +56,8 @@ Several methods are available to print messages:
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- :ref:`print() <class_@GlobalScope_method_print>`: Prints a message.
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This method accepts multiple arguments which are concatenated together upon printing.
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This method has variants that separate arguments with tabs and spaces respectively:
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:ref:`printt() <class_@GlobalScope_method_printt>` and :ref:`prints() <class_@GlobalScope_method_prints>`.
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- :ref:`print_rich() <class_@GlobalScope_method_print_rich>`: Same as ``print()``,
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but BBCode can be used to format the text that is printed (see below).
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- :ref:`push_error() <class_@GlobalScope_method_push_error>`: Prints an error message.
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@@ -63,9 +67,37 @@ Several methods are available to print messages:
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When a warning is printed in a running project, it's displayed in the **Debugger > Errors**
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tab instead.
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For more complex use cases, these can be used:
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- :ref:`print_verbose() <class_@GlobalScope_method_print_verbose>`: Same as ``print()``,
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but only prints when verbose mode is enabled in the Project Settings
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or the project is run with the ``--verbose`` command line argument.
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- :ref:`printerr() <class_@GlobalScope_method_printerr>`: Same as ``print()``,
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but prints to the standard error stream instead of the standard output string.
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``push_error()`` should be preferred in most cases.
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- :ref:`printraw() <class_@GlobalScope_method_printraw>`: Same as ``print()``,
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but prints without a blank line at the end. This is the only method
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that does **not** print to the editor Output panel.
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It prints to the standard output stream *only*, which means it's still included
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in file logging.
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- :ref:`print_stack() <class_@GDScript_method_print_stack>`: Print a stack trace
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from the current location. Only supported when running from the editor,
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or when the project is exported in debug mode.
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- :ref:`print_tree() <class_Node_method_print_tree>`: Prints the scene tree
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relative to the current node. Useful for debugging node structures created at runtime.
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- :ref:`print_tree_pretty() <class_Node_method_print_tree_pretty>`: Same as
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``print_tree()``, but with Unicode characters for a more tree-like appearance. This relies on
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`box-drawing characters <https://en.wikipedia.org/wiki/Box-drawing_characters>`__,
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so it may not render correctly with all fonts.
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To get more advanced formatting capabilities, consider using
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:ref:`doc_gdscript_printf` along with the above printing functions.
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.. seealso::
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The engine's logging facilities are covered in the :ref:`logging <doc_logging>`
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documentation.
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.. _doc_output_panel_printing_rich_text:
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Printing rich text
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@@ -85,9 +117,5 @@ same colors as they would in the project.
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.. note::
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ANSI escape code support varies across terminal emulators. On Windows, only
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Windows 10 and later can display ANSI escape codes in its default terminal
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application.
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The exact colors displayed in terminal output also depend on the terminal
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theme chosen by the user.
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ANSI escape code support varies across terminal emulators. The exact colors
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displayed in terminal output also depend on the terminal theme chosen by the user.
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