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* This reduces the logs during GDJS tests, as this was cluttering the terminal. Only show in developer changelog
55 lines
1.7 KiB
TypeScript
55 lines
1.7 KiB
TypeScript
namespace gdjs {
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export namespace evtTools {
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/**
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* The namespace containing tools to interact with the debugger.
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* @namespace
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*/
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export namespace debuggerTools {
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/**
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* Stop the game execution.
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* @param runtimeScene - The current scene.
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*/
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export const pause = function (runtimeScene: gdjs.RuntimeScene) {
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runtimeScene.getGame().pause(true);
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};
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/**
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* Logs a message to the console.
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* @param message - The message to log.
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* @param type - The type of log (info, warning or error).
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* @param group - The group of messages it belongs to.
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*/
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export const log = function (
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message: string,
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type: 'info' | 'warning' | 'error',
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group: string
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) {
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gdjs.Logger.getLoggerOutput().log(group, message, type, false);
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};
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/**
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* Enable or disable the debug draw.
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* @param runtimeScene - The current scene.
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* @param enableDebugDraw - true to enable the debug draw, false to disable it.
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* @param showHiddenInstances - true to apply the debug draw to hidden objects.
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* @param showPointsNames - true to show point names.
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* @param showCustomPoints - true to show custom points of Sprite objects.
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*/
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export const enableDebugDraw = function (
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runtimeScene: gdjs.RuntimeScene,
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enableDebugDraw: boolean,
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showHiddenInstances: boolean,
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showPointsNames: boolean,
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showCustomPoints: boolean
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) {
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runtimeScene.enableDebugDraw(
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enableDebugDraw,
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showHiddenInstances,
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showPointsNames,
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showCustomPoints
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);
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};
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}
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}
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}
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