In-game console

by QuentinCaffeino

680

Godot Console

All Contributors

In-game console for Godot Screenshot

In-game console for Godot, which could be easily extended with new commands.

Features:

  • 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).

    • Change the number of stored commands in the history. (Change in Console.gd line 30 the current NUMBER to an positive integer value) 29: var History = preload('Misc/History.gd').new(NUMBER)
  • Flexible types:

  • FuncRef support with Godot >=3.2 (can be used as a command target).

Installation:

Via Editor AssetLib:

  1. Open AssetLib.
  2. Search for Console, category is Scripts; Open it and click Download and then Install.
  3. Click install. Package installer will copy filestructure as-is so you will have this additional directories in your project: addons/@quentincaffeino/*, addons/quentincaffeino/*.
  4. Open Project > Project Settings > Plugins, search for quentincaffeino-console and check the Enable checkbox.
  5. You can activate the console with CTRL + ` while running your game (can be changed, see quentincaffeino_console_toggle action).

Via GIT:

  1. Clone this project or download latest release.
  2. Copy./addons/@quentincaffeino and ./addons/quentincaffeino into your projects addons folder.

So you will have this structure:

res://
├── addons
│   ├── @quentincaffeino
│   ├── quentincaffeino
│   ├── ...

  1. Open Project > Project Settings > Plugins, search for quentincaffeino-console and check the Enable checkbox.
  2. You can activate the console with CTRL + ` while running your game (can be changed, see quentincaffeino_console_toggle action).

Example usage:

Usage we will get:

$ sayHello "Adam Smith"
Hello Adam Smith!

GDScript

# 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()

C#

// 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");
}

C# with wrapper (Note this is WIP and some methods may be missing)

  1. Instead of enabling the Console checkbox from the addon tab you will want to enable CSharpConsole via the plugin checkbox
  2. See the example below for how to use once plugin is enabled

Example:

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}!");
}

Contributors ✨

Thanks goes to these wonderful people (emoji key):

This project follows the all-contributors specification. Contributions of any kind welcome!

License

Licensed under the MIT license, see LICENSE.md for more information.

Version

3.6.0

Engine

3.5

Category

Scripts

Download

Version3.6.0
Download

Support

If you need help or have questions about this plugin, please contact the author.

Contact Author