2.3 KiB
sidebar_position | description |
---|---|
4 | Your usual basic logger implementation, with some extra features. |
Logger
Allows for colored output, better newlines, multiple logger levels and a large variety of placeholders usable in 'config_format'.
Signals
log_event
- Signature: bool allowed, CoreTypes.LoggerLevel level, String origin, String message, String format \
Emitted on any log call, permitted or not.
format is set to ""
when allowed is set false
.
Variables
Array[CoreLoggerInstance] instances = []
:::danger[Don't call] Do not call this. ::: Keeps track of all logger instances. Unused instances will be cleaned periodically.
bool verbose_mode = false
Used to determine if running in verbose/command line mode. Makes diagnostic log messages display correctly (workaround for Godot's ANSI true color limitation).
Functions
void _log(CoreTypes.LoggerLevel level, String origin, String message)
:::danger[Don't call] Do not call this. ::: The main logging function that does the heavy lifting.
void diag(String origin, String message)
Prints a diagnostic message.
void verb(String origin, String message)
Prints a verbose message.
void info(String origin, String message)
Prints an informational message.
void warn(String origin, String message)
Prints a warning message.
void error(String origin, String message)
Prints an error message.
void crash(String origin, String message, bool framework_crash = false)
:::note[Awaiting required]
Using the await
keyword is required for this function.
:::
:::danger
Don't set framework_crash
to true
, thanks!
:::
Handles crashes. Will terminate your game/application immediately.
bool is_level_allowed(CoreTypes.LoggerLevel level)
Checks if the specified log level is allowed by the current configuration.
CoreLoggerInstance get_instance(String origin, Object parent)
Returns a CoreLoggerInstance, which is a fancy word meaning you don't need to pass origin
every time you want to log something.