private void RenderLoggingSettings() { using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Label(text: "Verbose level:"); if (UnityEngine.GUILayout.Button(text: "←", options: GUILayoutWidth(2))) { Log.SetVerboseLogging(Math.Max(verbose_logging_ - 1, 0)); verbose_logging_ = Log.GetVerboseLogging(); } UnityEngine.GUILayout.TextArea( text: Log.GetVerboseLogging().ToString(), options: GUILayoutWidth(2)); if (UnityEngine.GUILayout.Button(text: "→", options: GUILayoutWidth(2))) { Log.SetVerboseLogging(Math.Min(verbose_logging_ + 1, 4)); verbose_logging_ = Log.GetVerboseLogging(); } } float column_width = Width(3); var gui_layout_column_width = GUILayoutWidth(3); using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Space(column_width); UnityEngine.GUILayout.Label(text: "Log", options: gui_layout_column_width); UnityEngine.GUILayout.Label(text: "stderr", options: gui_layout_column_width); UnityEngine.GUILayout.Label(text: "Flush", options: gui_layout_column_width); } using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Space(column_width); if (UnityEngine.GUILayout.Button(text: "↑", options: gui_layout_column_width)) { Log.SetSuppressedLogging(Math.Max(suppressed_logging_ - 1, 0)); suppressed_logging_ = Log.GetSuppressedLogging(); } if (UnityEngine.GUILayout.Button(text: "↑", options: gui_layout_column_width)) { Log.SetStderrLogging(Math.Max(stderr_logging_ - 1, 0)); stderr_logging_ = Log.GetStderrLogging(); } if (UnityEngine.GUILayout.Button(text: "↑", options: gui_layout_column_width)) { Log.SetBufferedLogging(Math.Max(buffered_logging_ - 1, -1)); buffered_logging_ = Log.GetBufferedLogging(); } } for (int severity = 0; severity <= 3; ++severity) { using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Label( text: Log.severity_names[severity], options: gui_layout_column_width); UnityEngine.GUILayout.Toggle( value: severity >= Log.GetSuppressedLogging(), text: "", options: gui_layout_column_width); UnityEngine.GUILayout.Toggle( value: severity >= Log.GetStderrLogging(), text: "", options: gui_layout_column_width); UnityEngine.GUILayout.Toggle( value: severity > Log.GetBufferedLogging(), text: "", options: gui_layout_column_width); } } using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Space(column_width); if (UnityEngine.GUILayout.Button(text: "↓", options: gui_layout_column_width)) { Log.SetSuppressedLogging(Math.Min(suppressed_logging_ + 1, 3)); suppressed_logging_ = Log.GetSuppressedLogging(); } if (UnityEngine.GUILayout.Button(text: "↓", options: gui_layout_column_width)) { Log.SetStderrLogging(Math.Min(stderr_logging_ + 1, 3)); stderr_logging_ = Log.GetStderrLogging(); } if (UnityEngine.GUILayout.Button(text: "↓", options: gui_layout_column_width)) { Log.SetBufferedLogging(Math.Min(buffered_logging_ + 1, 3)); buffered_logging_ = Log.GetBufferedLogging(); } } using (new UnityEngine.GUILayout.HorizontalScope()) { must_record_journal_ = UnityEngine.GUILayout.Toggle( value: must_record_journal_, text: "Record journal (starts on load)"); UnityEngine.GUILayout.Label( "Journalling is " + (journaling_ ? "ON" : "OFF"), style: Style.Info(Style.RightAligned(UnityEngine.GUI.skin.label))); } if (journaling_ && !must_record_journal_) { // We can deactivate a recorder at any time, but in order for replaying to // work, we should only activate one before creating a plugin. journaling_ = false; Interface.ActivateRecorder(false); } }
internal static void ActivateRecorder(bool activate) { Interface.ActivateRecorder(activate); }
private void RenderLoggingSettings() { using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Label( text: Localizer.Format( "#Principia_MainWindow_LoggingSettings_VerboseLevel")); if (UnityEngine.GUILayout.Button(text: "←", options: GUILayoutWidth(2))) { Log.SetVerboseLogging(Math.Max(verbose_logging_ - 1, 0)); verbose_logging_ = Log.GetVerboseLogging(); } UnityEngine.GUILayout.TextArea( text: Log.GetVerboseLogging().ToString(), options: GUILayoutWidth(2)); if (UnityEngine.GUILayout.Button(text: "→", options: GUILayoutWidth(2))) { Log.SetVerboseLogging(Math.Min(verbose_logging_ + 1, 4)); verbose_logging_ = Log.GetVerboseLogging(); } } float column_width = Width(3); var gui_layout_column_width = GUILayoutWidth(3); using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Space(column_width); UnityEngine.GUILayout.Label( text: Localizer.Format( "#Principia_MainWindow_LoggingSettings_LogOption"), options: gui_layout_column_width); UnityEngine.GUILayout.Label( text: Localizer.Format( "#Principia_MainWindow_LoggingSettings_StderrOption"), options: gui_layout_column_width); UnityEngine.GUILayout.Label( text: Localizer.Format( "#Principia_MainWindow_LoggingSettings_FlushOption"), options: gui_layout_column_width); } using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Space(column_width); if (UnityEngine.GUILayout.Button(text: "↑", options: gui_layout_column_width)) { Log.SetSuppressedLogging(Math.Max(suppressed_logging_ - 1, 0)); suppressed_logging_ = Log.GetSuppressedLogging(); } if (UnityEngine.GUILayout.Button(text: "↑", options: gui_layout_column_width)) { Log.SetStderrLogging(Math.Max(stderr_logging_ - 1, 0)); stderr_logging_ = Log.GetStderrLogging(); } if (UnityEngine.GUILayout.Button(text: "↑", options: gui_layout_column_width)) { Log.SetBufferedLogging(Math.Max(buffered_logging_ - 1, -1)); buffered_logging_ = Log.GetBufferedLogging(); } } for (int severity = 0; severity <= 3; ++severity) { using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Label( text: Log.severity_names[severity], options: gui_layout_column_width); UnityEngine.GUILayout.Toggle( value: severity >= Log.GetSuppressedLogging(), text: "", options: gui_layout_column_width); UnityEngine.GUILayout.Toggle( value: severity >= Log.GetStderrLogging(), text: "", options: gui_layout_column_width); UnityEngine.GUILayout.Toggle( value: severity > Log.GetBufferedLogging(), text: "", options: gui_layout_column_width); } } using (new UnityEngine.GUILayout.HorizontalScope()) { UnityEngine.GUILayout.Space(column_width); if (UnityEngine.GUILayout.Button(text: "↓", options: gui_layout_column_width)) { Log.SetSuppressedLogging(Math.Min(suppressed_logging_ + 1, 3)); suppressed_logging_ = Log.GetSuppressedLogging(); } if (UnityEngine.GUILayout.Button(text: "↓", options: gui_layout_column_width)) { Log.SetStderrLogging(Math.Min(stderr_logging_ + 1, 3)); stderr_logging_ = Log.GetStderrLogging(); } if (UnityEngine.GUILayout.Button(text: "↓", options: gui_layout_column_width)) { Log.SetBufferedLogging(Math.Min(buffered_logging_ + 1, 3)); buffered_logging_ = Log.GetBufferedLogging(); } } using (new UnityEngine.GUILayout.HorizontalScope()) { must_record_journal_ = UnityEngine.GUILayout.Toggle( value: must_record_journal_, text: Localizer.Format( "#Principia_MainWindow_LoggingSettings_RecordJournal")); UnityEngine.GUILayout.Label( Localizer.Format( "#Principia_MainWindow_LoggingSettings_RecordJournalResult", journaling_ ? Localizer.Format( "#Principia_MainWindow_LoggingSettings_JournalingStatus_ON") : Localizer.Format( "#Principia_MainWindow_LoggingSettings_JournalingStatus_OFF")), style: Style.Info( Style.RightAligned( UnityEngine.GUI.skin.label))); } if (journaling_ && !must_record_journal_) { // We can deactivate a recorder at any time, but in order for replaying to // work, we should only activate one before creating a plugin. journaling_ = false; Interface.ActivateRecorder(false); } }
internal static void ActivateRecorder(bool activate, bool verbose) { Interface.ActivateRecorder(activate, verbose); }