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:
Leonid Pershin
2026-06-11 05:17:08 +03:00
co-authored by Claude Fable 5
parent e06f24a319
commit d498c70660
14 changed files with 788 additions and 3 deletions
+45
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@@ -0,0 +1,45 @@
namespace MrGameEng.Core;
/// <summary>Severity of a log message.</summary>
public enum LogLevel
{
/// <summary>Verbose diagnostics.</summary>
Debug,
/// <summary>Normal informational message.</summary>
Info,
/// <summary>Something suspicious but recoverable.</summary>
Warning,
/// <summary>An error.</summary>
Error,
}
/// <summary>
/// Engine-wide logger. Messages go to subscribers (the developer console subscribes here)
/// and to the debugger output. Logging allocates — do not log every frame from hot paths.
/// </summary>
public static class Log
{
/// <summary>Raised for every message. May be invoked from any thread.</summary>
public static event Action<LogLevel, string>? MessageLogged;
/// <summary>Logs a debug message.</summary>
public static void Debug(string message) => Write(LogLevel.Debug, message);
/// <summary>Logs an informational message.</summary>
public static void Info(string message) => Write(LogLevel.Info, message);
/// <summary>Logs a warning.</summary>
public static void Warning(string message) => Write(LogLevel.Warning, message);
/// <summary>Logs an error.</summary>
public static void Error(string message) => Write(LogLevel.Error, message);
private static void Write(LogLevel level, string message)
{
System.Diagnostics.Debug.WriteLine($"[{level}] {message}");
MessageLogged?.Invoke(level, message);
}
}
+1
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@@ -111,6 +111,7 @@ public sealed class SceneManager
Current = _pending;
_pending = null;
Current?.Load(_context);
Log.Info($"Scene switched to {Current?.GetType().Name ?? "<none>"}");
}
private static float Advance(float coverage, float direction, float duration, float deltaTime) =>