Add in-game developer console (MrGameEng.DevConsole)
Core gains a static Log (Debug/Info/Warning/Error + event); the engine logs key events like scene switches. The console captures Log output into a 2048-line ring buffer and executes registered commands with input history (up/down), Tab prefix completion and scrolling (PageUp/PageDown/End/wheel). Built-ins: help, clear, echo, timescale, close, quit; games register their own (sample: stress/main/beep). Console core is pure logic covered by headless tests; the Myra overlay renders a single label rebuilt only when the Revision counter moves - an idle or closed console costs nothing per frame. Toggled with the backquote key; sample gameplay hotkeys are suppressed while open. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
e06f24a319
commit
d498c70660
@@ -12,6 +12,7 @@
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<ProjectReference Include="..\..\src\MrGameEng.Audio\MrGameEng.Audio.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Assets\MrGameEng.Assets.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.UI\MrGameEng.UI.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.DevConsole\MrGameEng.DevConsole.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj"
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OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
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</ItemGroup>
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@@ -12,10 +12,16 @@ namespace MrGameEng.Sample;
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/// <summary>Управление игроком (WASD/стрелки) и прыжок-писк на пробел.</summary>
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public sealed class PlayerControlSystem(
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Entity player, ActionMap<SampleAction> actions, AudioManager audio, SoundEffect beep) : BaseSystem
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Entity player, ActionMap<SampleAction> actions, AudioManager audio, SoundEffect beep,
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MrGameEng.DevConsole.DevConsole console) : BaseSystem
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{
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protected override void OnUpdateGroup()
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{
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if (console.IsOpen)
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{
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return;
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}
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ref var transform = ref player.GetComponent<Transform2D>();
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var move = new Vector2(
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actions.GetAxis(SampleAction.MoveLeft, SampleAction.MoveRight),
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@@ -131,6 +137,11 @@ public sealed class SceneHotkeysSystem(
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{
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protected override void OnUpdateGroup()
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{
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if (context.Services.Get<MrGameEng.DevConsole.DevConsole>().IsOpen)
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{
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return;
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}
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if (actions.IsPressed(SampleAction.Pause))
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{
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context.Clock.TimeScale = context.Clock.TimeScale > 0f ? 0f : 1f;
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@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
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using MrGameEng.Assets;
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using MrGameEng.Audio;
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using MrGameEng.Core;
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using MrGameEng.DevConsole;
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using MrGameEng.Graphics;
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using MrGameEng.Input;
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using MrGameEng.UI;
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@@ -113,7 +114,25 @@ public sealed class MainScene : Scene
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panel.Widgets.Add(switchButton);
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desktop.Root = panel;
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UpdateSystems.Add(new PlayerControlSystem(player, actions, audio, beep));
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// Консоль разработчика (клавиша `) — последней, чтобы рисовалась поверх UI.
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var console = this.UseDevConsole();
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console.Register("stress", "switch to the stress scene", (_, _) =>
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{
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if (!Context.Scenes.IsTransitioning)
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{
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Context.Scenes.Switch(new StressScene(), Transition.Fade(0.8f));
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}
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});
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console.Register("main", "switch to the main scene", (_, _) =>
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{
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if (!Context.Scenes.IsTransitioning)
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{
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Context.Scenes.Switch(new MainScene(), Transition.Fade(0.8f));
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}
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});
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console.Register("beep", "play the beep sound", (_, _) => audio.Play(beep));
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UpdateSystems.Add(new PlayerControlSystem(player, actions, audio, beep, console));
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UpdateSystems.Add(new BounceSystem(WorldBounds));
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UpdateSystems.Add(new CameraControlSystem(camera, player, input));
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UpdateSystems.Add(new SceneHotkeysSystem(Context, actions, () => new StressScene(), Transition.Fade(0.8f)));
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@@ -2,6 +2,7 @@ using Friflo.Engine.ECS;
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using Microsoft.Xna.Framework;
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using MrGameEng.Assets;
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using MrGameEng.Core;
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using MrGameEng.DevConsole;
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using MrGameEng.Graphics;
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using MrGameEng.Input;
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using MrGameEng.UI;
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@@ -71,6 +72,8 @@ public sealed class StressScene : Scene
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panel.Widgets.Add(backButton);
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desktop.Root = panel;
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this.UseDevConsole(); // поверх UI
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UpdateSystems.Add(new BounceSystem(WorldBounds));
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UpdateSystems.Add(new StressCameraSystem(camera, input));
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UpdateSystems.Add(new SceneHotkeysSystem(Context, actions, () => new MainScene(), Transition.Wipe(0.8f, Color.DarkSlateBlue)));
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