示例#1
0
            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);
                }
            }
示例#2
0
 internal static void ActivateRecorder(bool activate)
 {
     Interface.ActivateRecorder(activate);
 }
示例#3
0
            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);
                }
            }
示例#4
0
 internal static void ActivateRecorder(bool activate, bool verbose)
 {
     Interface.ActivateRecorder(activate, verbose);
 }