Attention: Here be dragons
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常见的引擎方法和宏¶
Godot的C++代码库使用了几十种自定义方法和宏, 这些方法和宏几乎在每个文件中都会用到. 本页面向初学者, 但对那些编写自定义C++模块的人也很有用.
打印文本¶
// Prints a message to standard output.
print_line("Message");
// Non-String arguments are automatically converted to String for printing.
// If passing several arguments, they will be concatenated together with a
// space between each argument.
print_line("There are", 123, "nodes");
// Prints a message to standard output, but only when the engine
// is started with the `--verbose` command line argument.
print_verbose("Message");
// Prints a rich-formatted message using BBCode to standard output.
// This supports a subset of BBCode tags supported by RichTextLabel
// and will also appear formatted in the editor Output panel.
// On Windows, this requires Windows 10 or later to work in the terminal.
print_line_rich("[b]Bold[/b], [color=red]Red text[/color]")
// Prints a formatted error or warning message with a trace.
ERR_PRINT("Message");
WARN_PRINT("Message");
// Prints an error or warning message only once per session.
// This can be used to avoid spamming the console output.
ERR_PRINT_ONCE("Message");
WARN_PRINT_ONCE("Message");
如果你需要在信息中添加占位符, 请使用下面描述的格式字符串.
格式化字符串¶
vformat() 函数返回一个格式化的 String . 它的行为方式类似于C语言的 sprintf():
vformat("My name is %s.", "Godette");
vformat("%d bugs on the wall!", 1234);
vformat("Pi is approximately %f.", 3.1416);
// Converts the resulting String into a `const char *`.
// You may need to do this if passing the result as an argument
// to a method that expects a `const char *` instead of a String.
vformat("My name is %s.", "Godette").c_str();
在大多数情况下, 尽量使用 vformat() 而不是字符串连接, 因为这样可以使代码更易读.
将整数或浮点数转换为字符串¶
This is not needed when printing numbers using print_line(), but you may
still need to perform manual conversion for some other use cases.
// Stores the string "42" using integer-to-string conversion.
String int_to_string = itos(42);
// Stores the string "123.45" using real-to-string conversion.
String real_to_string = rtos(123.45);
国际化字符串¶
Godot的代码库中有两种国际化类型:
TTR(). 编辑器("工具")的翻译 只在编辑器中处理. 如果用户在他们的一个项目中使用相同的文本, 如果他们提供了翻译, 但不会被翻译. 在为引擎做贡献时, 一般来说, 这是你应该为可本地化字符串使用的宏.RTR(). 运行时翻译 如果提供给定字符串的翻译, 将在项目中自动本地化, 这种翻译不应该用在纯编辑器的代码中.
// Returns the translated string that matches the user's locale settings.
// Translations are located in `editor/translations`.
// The localization template is generated automatically; don't modify it.
TTR("Exit the editor?");
要在可本地化字符串中插入占位符, 请将本地化宏包裹在 vformat() 的调用中, 如下所示:
String file_path = "example.txt";
vformat(TTR("Couldn't open \"%s\" for reading."), file_path);
备注
当同时使用 vformat() 和翻译宏时, 总是将翻译宏包裹在 vformat() 中, 而不是相反. 否则, 字符串永远不会与翻译匹配, 因为当它传递给TranslationServer时, 它的占位符已经被替换了.
限制值¶
Godot提供了宏, 用于用下限(MAX), 上限(MIN)或两者都有(CLAMP)的值进行限定:
int a = 3;
int b = 5;
MAX(b, 6); // 6
MIN(2, a); // 2
CLAMP(a, 10, 30); // 10
这适用于任何可以与其他值进行比较的类型(如 int 和 float ).
微型基准测试¶
如果你想对一段代码进行基准测试, 但不知道如何使用分析器, 可以使用这个代码段:
uint64_t begin = Time::get_singleton()->get_ticks_usec();
// Your code here...
uint64_t end = Time::get_singleton()->get_ticks_usec();
print_line(vformat("Snippet took %d microseconds", end - begin));
这将打印从 begin 执行到 end 声明之间的花费时间.
备注
如果还不存在, 则可能需要 #include "core/os/os.h" .
当打开一个pull request时, 如果之前没有这个代码, 请确保删除这个代码段以及include.
获取项目/编辑器设置¶
有四种宏可供选择:
// Returns the specified project setting's value,
// defaulting to `false` if it doesn't exist.
GLOBAL_DEF("section/subsection/value", false);
// Returns the specified editor setting's value,
// defaulting to "Untitled" if it doesn't exist.
EDITOR_DEF("section/subsection/value", "Untitled");
如果在其他地方已经指定了默认值,就不要再指定了,以免重复:
// Returns the value of the project setting.
GLOBAL_GET("section/subsection/value");
// Returns the value of the editor setting.
EDITOR_GET("section/subsection/value");
建议每个设置只使用一次 GLOBAL_DEF/EDITOR_DEF 并在引用它的所有其他位置使用 GLOBAL_GET/EDITOR_GET。
错误宏¶
Godot 提供了许多错误宏,可以更方便地报告错误。
警告
错误宏中的条件和 GDScript 内置的 assert() 函数的相反。如果其中的条件计算结果为 true 而不是 false,就会认为出现了错误。
备注
此处仅记录具有自定义消息的变体,因为新的贡献应该始终使用这些变体。确保提供的自定义消息包括足够的信息,让不了解 C++ 的人也可以诊断问题。如果某个方法拿到了无效的参数,则可以打印有问题的无效值以简化调试。
对于不需要显示可读性信息的内部错误检查,请删除宏名末尾的 _MSG,并且不要提供信息参数。
另外,总是尽量返回可处理的数据,这样引擎才能保持良好的运行。
// Conditionally prints an error message and returns from the function.
// Use this in methods which don't return a value.
ERR_FAIL_COND_MSG(!mesh.is_valid(), vformat("Couldn't load mesh at: %s", path));
// Conditionally prints an error message and returns `0` from the function.
// Use this in methods which must return a value.
ERR_FAIL_COND_V_MSG(rect.x < 0 || rect.y < 0, 0,
"Couldn't calculate the rectangle's area.");
// Prints an error message if `index` is < 0 or >= `SomeEnum::QUALITY_MAX`,
// then returns from the function.
ERR_FAIL_INDEX_MSG(index, SomeEnum::QUALITY_MAX,
vformat("Invalid quality: %d. See SomeEnum for allowed values.", index));
// Prints an error message if `index` is < 0 >= `some_array.size()`,
// then returns `-1` from the function.
ERR_FAIL_INDEX_V_MSG(index, some_array.size(), -1,
vformat("Item %d is out of bounds.", index));
// Unconditionally prints an error message and returns from the function.
// Only use this if you need to perform complex error checking.
if (!complex_error_checking_routine()) {
ERR_FAIL_MSG("Couldn't reload the filesystem cache.");
}
// Unconditionally prints an error message and returns `false` from the function.
// Only use this if you need to perform complex error checking.
if (!complex_error_checking_routine()) {
ERR_FAIL_V_MSG(false, "Couldn't parse the input arguments.");
}
// Crashes the engine. This should generally never be used
// except for testing crash handling code. Godot's philosophy
// is to never crash, both in the editor and in exported projects.
CRASH_NOW_MSG("Can't predict the future! Aborting.");
参见
See core/error/error_macros.h in Godot's codebase for more information about each error macro.
Some functions return an error code (materialized by a return type of
Error). This value can be returned directly from an error macro.
See the list of available error codes in
core/error/error_list.h.