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ILogger

Trait ILogger 

pub trait ILogger: GodotClass<Base = Logger> + You_forgot_the_attribute__godot_api {
    // Provided methods
    fn init(base: Base<Self::Base>) -> Self { ... }
    fn on_notification(&mut self, what: ObjectNotification) { ... }
    fn on_get(&self, property: StringName) -> Option<Variant> { ... }
    fn on_set(&mut self, property: StringName, value: Variant) -> bool { ... }
    fn on_validate_property(&self, property: &mut PropertyInfo) { ... }
    fn on_get_property_list(&mut self) -> Vec<PropertyInfo> { ... }
    fn on_property_get_revert(&self, property: StringName) -> Option<Variant> { ... }
    fn to_string(&self) -> GString { ... }
    fn log_error(
        &mut self,
        function: GString,
        file: GString,
        line: i32,
        code: GString,
        rationale: GString,
        editor_notify: bool,
        error_type: i32,
        script_backtraces: Array<Gd<ScriptBacktrace>>,
    ) { ... }
    fn log_message(&mut self, message: GString, error: bool) { ... }
}
Expand description

§Interface trait for class Logger.

Functions in this trait represent constructors (init) or virtual method callbacks invoked by the engine.

Base interfaces: IRefCounted > IObject.

See also Godot docs for Logger methods.

Provided Methods§

fn init(base: Base<Self::Base>) -> Self

Godot constructor, accepting an injected base object.

base refers to the base instance of the class, which can either be stored in a Base<T> field or discarded. This method returns a fully-constructed instance, which will then be moved into a Gd<T> pointer.

If the class has a #[class(init)] attribute, this method will be auto-generated and must not be overridden.

fn on_notification(&mut self, what: ObjectNotification)

Called when the object receives a Godot notification.

The type of notification can be identified through what. The enum is designed to hold all possible NOTIFICATION_* constants that the current class can handle. However, this is not validated in Godot, so an enum variant Unknown exists to represent integers out of known constants (mistakes or future additions).

This method is named _notification in Godot, but on_notification in Rust. To send notifications, use the Object::notify method.

See also in Godot docs:

fn on_get(&self, property: StringName) -> Option<Variant>

Called whenever get() is called or Godot gets the value of a property.

Should return the given property’s value as Some(value), or None if the property should be handled normally.

See also in Godot docs:

fn on_set(&mut self, property: StringName, value: Variant) -> bool

Called whenever Godot set() is called or Godot sets the value of a property.

Should set property to the given value and return true, or return false to indicate the property should be handled normally.

See also in Godot docs:

fn on_validate_property(&self, property: &mut PropertyInfo)

Called whenever Godot retrieves value of property. Allows to customize existing properties. Every property info goes through this method, except properties added with on_get_property_list().

Exposed property here is a shared mutable reference obtained (and returned to) from Godot.

See also in the Godot docs:

fn on_get_property_list(&mut self) -> Vec<PropertyInfo>

Available on since_api=4.3 only.

Called whenever Godot get_property_list() is called, the returned vector here is appended to the existing list of properties.

This should mainly be used for advanced purposes, such as dynamically updating the property list in the editor.

See also in Godot docs:

fn on_property_get_revert(&self, property: StringName) -> Option<Variant>

Called by Godot to tell if a property has a custom revert or not.

Return None for no custom revert, and return Some(value) to specify the custom revert.

This is a combination of Godot’s Object::_property_get_revert and Object::_property_can_revert. This means that this function will usually be called twice by Godot to find the revert.

Note that this should be a pure function. That is, it should always return the same value for a property as long as self remains unchanged. Otherwise, this may lead to unexpected (safe) behavior.

fn to_string(&self) -> GString

String representation of the Godot instance.

Override this method to define how the instance is represented as a string. Used by impl Display for Gd<T>, as well as str() and print() in GDScript.

fn log_error( &mut self, function: GString, file: GString, line: i32, code: GString, rationale: GString, editor_notify: bool, error_type: i32, script_backtraces: Array<Gd<ScriptBacktrace>>, )

Called when an error is logged. The error provides the function, file, and line that it originated from, as well as either the code that generated the error or a rationale.

The type of error provided by error_type is described in the [enum ErrorType] enumeration.

Additionally, script_backtraces provides backtraces for each of the script languages. These will only contain stack frames in editor builds and debug builds by default. To enable them for release builds as well, you need to enable [member ProjectSettings.debug/settings/gdscript/always_track_call_stacks].

Warning: This method will be called from threads other than the main thread, possibly at the same time, so you will need to have some kind of thread-safety in your implementation of it, like a Mutex.

Note: script_backtraces will not contain any captured variables, due to its prohibitively high cost. To get those you will need to capture the backtraces yourself, from within the Logger virtual methods, using capture_script_backtraces.

Note: Logging errors from this method using functions like push_error or push_warning is not supported, as it could cause infinite recursion. These errors will only show up in the console output.

fn log_message(&mut self, message: GString, error: bool)

Called when a message is logged. If error is true, then this message was meant to be sent to stderr.

Warning: This method will be called from threads other than the main thread, possibly at the same time, so you will need to have some kind of thread-safety in your implementation of it, like a Mutex.

Note: Logging another message from this method using functions like print is not supported, as it could cause infinite recursion. These messages will only show up in the console output.

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§