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+.. _doc_common_engine_methods_and_macros:
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+
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+Common engine methods and macros
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+================================
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+
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+Godot's C++ codebase makes use of dozens of custom methods and macros which are
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+used in almost every file. This page is geared towards beginner contributors,
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+but it can also be useful for those writing custom C++ modules.
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+
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+Print text
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+----------
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+
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+.. code-block:: cpp
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+
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+ // Prints a message to standard output.
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+ print_line("Message");
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+
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+ // Prints a message to standard output, but only when the engine
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+ // is started with the `--verbose` command line argument.
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+ print_verbose("Message");
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+
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+ // Prints a formatted error or warning message with a trace.
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+ ERR_PRINT("Message");
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+ WARN_PRINT("Message");
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+
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+ // Prints an error or warning message only once per session.
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+ // This can be used to avoid spamming the console output.
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+ ERR_PRINT_ONCE("Message");
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+ WARN_PRINT_ONCE("Message");
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+
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+If you need to add placeholders in your messages, use format strings as
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+described below.
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+
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+Format a string
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+---------------
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+
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+The ``vformat()`` function returns a formatted :ref:`class_String`. It behaves
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+in a way similar to C's ``sprintf()``:
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+
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+.. code-block:: cpp
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+
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+ vformat("My name is %s.", "Godette");
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+ vformat("%d bugs on the wall!", 1234);
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+ vformat("Pi is approximately %f.", 3.1416);
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+
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+ // Converts the resulting String into a `const char *`.
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+ // You may need to do this if passing the result as an argument
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+ // to a method that expects a `const char *` instead of a String.
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+ vformat("My name is %s.", "Godette").c_str();
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+
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+In most cases, try to use ``vformat()`` instead of string concatenation as it
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+makes for more readable code.
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+
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+Convert an integer or float to a string
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+---------------------------------------
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+
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+This is mainly useful when printing numbers directly.
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+
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+.. code-block:: cpp
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+
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+ // Prints "42" using integer-to-string conversion.
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+ print_line(itos(42));
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+
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+ // Prints "123.45" using real-to-string conversion.
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+ print_line(rtos(123.45));
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+
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+Internationalize a string
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+-------------------------
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+
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+There are two types of internationalization in Godot's codebase:
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+
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+- ``TTR()``: **Editor ("tools") translations** will only be processed in the
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+ editor. If an user uses the same text in one of their projects, it won't be
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+ translated if they provide a translation for it. When contributing to the
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+ engine, this is generally the macro you should use for localizable strings.
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+- ``RTR()``: **Run-time translations** will be automatically localized in
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+ projects if they provide a translation for the given string. This kind of
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+ translation shouldn't be used in editor-only code.
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+
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+.. code-block:: cpp
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+
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+ // Returns the translated string that matches the user's locale settings.
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+ // Translations are located in `editor/translations`.
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+ // The localization template is generated automatically; don't modify it.
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+ TTR("Exit the editor?");
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+
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+To insert placeholders in localizable strings, wrap the localization macro in a
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+``vformat()`` call as follows:
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+
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+.. code-block:: cpp
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+
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+ vformat(TTR("Couldn't open \"%s\" for reading."));
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+
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+.. note::
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+
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+ When using ``vformat()`` and a translation macro together, always wrap the
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+ translation macro in ``vformat()``, not the other way around. Otherwise, the
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+ string will never match the translation as it will have the placeholder
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+ already replaced when it's passed to TranslationServer.
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+
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+Clamp a value
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+-------------
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+
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+Godot has provides macros for clamping a value with a lower bound (``MAX``), an
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+upper bound (``MIN``) or both (``CLAMP``):
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+
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+.. code-block:: cpp
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+
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+ int a = 3;
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+ int b = 5;
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+
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+ MAX(b, 6); // 6
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+ MIN(2, a); // 2
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+ CLAMP(a, 10, 30); // 10
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+
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+This works with any type that can be compared to other values (like ``int`` and
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+``float``).
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+
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+Microbenchmarking
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+-----------------
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+
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+If you want to benchmark a piece of code but don't know how to use a profiler,
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+use this snippet:
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+
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+.. code-block:: cpp
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+
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+ uint64_t begin = OS::get_singleton()->get_ticks_usec();
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+
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+ // Your code here...
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+
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+ uint64_t end = OS::get_singleton()->get_ticks_usec();
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+ print_line(vformat("Snippet took %d microseconds", end - begin));
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+
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+This will print the time spent between the ``begin`` declaration and the ``end``
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+declaration.
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+
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+.. note::
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+
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+ You may have to ``#include "core/os/os.h"`` if it's not present already.
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+
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+ When opening a pull request, make sure to remove this snippet as well as the
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+ include if it wasn't there previously.
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+
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+Get project/editor settings
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+---------------------------
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+
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+There are four macros available for this:
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+
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+.. code-block:: cpp
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+
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+ // Returns the specified project setting's value,
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+ // defaulting to `false` if it doesn't exist.
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+ GLOBAL_DEF("section/subsection/value", false);
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+
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+ // Returns the specified editor setting's value,
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+ // defaulting to "Untitled" if it doesn't exist.
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+ EDITOR_DEF("section/subsection/value", "Untitled");
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+
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+If a default value has been specified elsewhere, don't specify it again to avoid
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+repetition:
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+
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+.. code-block:: cpp
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+
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+ // Returns the value of the project setting.
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+ GLOBAL_GET("section/subsection/value");
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+ // Returns the value of the editor setting.
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+ EDITOR_GET("section/subsection/value");
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+
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+It's recommended to use ``GLOBAL_DEF``/``EDITOR_DEF`` only once per setting and
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+use ``GLOBAL_GET``/``EDITOR_GET`` in all other places where it's referenced.
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+
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+Error macros
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+------------
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+
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+Godot features many error macros to make error reporting more convenient.
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+
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+.. warning::
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+
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+ Conditions in error macros work in the **opposite** way of GDScript's
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+ built-in ``assert()`` function. An error is reached if the condition inside
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+ evaluates to ``true``, not ``false``.
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+
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+.. note::
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+
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+ Only variants with custom messages are documented here, as these should
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+ always be used in new contributions. Make sure the custom message provided
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+ includes enough information for people to diagnose the issue, even if they
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+ don't know C++. In case a method was passed invalid arguments, you can print
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+ the invalid value in question to ease debugging.
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+
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+ For internal error checking where displaying a human-readable message isn't
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+ necessary, remove ``_MSG`` at the end of the macro name and don't supply a
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+ message argument.
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+
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+ Also, always try to return processable data so the engine can keep running
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+ well.
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+
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+.. code-block:: cpp
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+
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+ // Conditionally prints an error message and returns from the function.
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+ // Use this in methods which don't return a value.
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+ ERR_FAIL_COND_MSG(!mesh.is_valid(), vformat("Couldn't load mesh at: %s", path));
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+
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+ // Conditionally prints an error message and returns `0` from the function.
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+ // Use this in methods which must return a value.
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+ ERR_FAIL_COND_V_MSG(rect.x < 0 || rect.y < 0, 0,
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+ "Couldn't calculate the rectangle's area.");
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+
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+ // Prints an error message if `index` is < 0 or >= `SomeEnum::QUALITY_MAX`,
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+ // then returns from the function.
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+ ERR_FAIL_INDEX_MSG(index, SomeEnum::QUALITY_MAX,
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+ vformat("Invalid quality: %d. See SomeEnum for allowed values.", index));
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+
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+ // Prints an error message if `index` is < 0 >= `some_array.size()`,
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+ // then returns `-1` from the function.
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+ ERR_FAIL_INDEX_V_MSG(index, some_array.size(), -1,
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+ vformat("Item %d is out of bounds.", index));
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+
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+ // Unconditionally prints an error message and returns from the function.
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+ // Only use this if you need to perform complex error checking.
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+ if (!complex_error_checking_routine()) {
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+ ERR_FAIL_MSG("Couldn't reload the filesystem cache.");
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+ }
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+
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+ // Unconditionally prints an error message and returns `false` from the function.
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+ // Only use this if you need to perform complex error checking.
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+ if (!complex_error_checking_routine()) {
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+ ERR_FAIL_V_MSG(false, "Couldn't parse the input arguments.");
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+ }
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+
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+ // Crashes the engine. This should generally never be used
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+ // except for testing crash handling code. Godot's philosophy
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+ // is to never crash, both in the editor and in exported projects.
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+ CRASH_NOW_MSG("Can't predict the future! Aborting.");
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+
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+
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+.. seealso::
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+
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+ See `core/error_macros.h <https://github.com/godotengine/godot/blob/master/core/error_macros.h>`__
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+ in Godot's codebase for more information about each error macro.
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+
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+ Some functions return an error code (materialized by a return type of
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+ ``Error``). This value can be returned directly from an error macro.
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+ See the list of available error codes in
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+ `core/error_list.h <https://github.com/godotengine/godot/blob/master/core/error_list.h>`__.
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