从C ++使用Debug.Log [英] Use Debug.Log from C++
问题描述
在Unity中制作C ++插件时,更容易使用 Debug.Log
可以快速查看变量值,但此功能仅在C#端可用.由于Unity的调试器不支持C ++插件,因此调试它非常困难. std::cout
不是选项,因为它不会显示在编辑器中.
When making C++ plugins in Unity it is easier to use Debug.Log
to quickly view variable values but this function is only available from C# side. This makes it very hard to debug C++ plugin since Unity's debugger does not support that. std::cout
is not an option since it doesn't show in the Editor.
我查看了位于<UnityInstallationDirecory>\Editor\Data\PluginAPI
的Unity C ++ API的内部,但未发现有关登录API的任何信息.
I looked inside the Unity C++ API located at <UnityInstallationDirecory>\Editor\Data\PluginAPI
but didn't find anything about logging in the API.
关于如何从C ++显示在编辑器日志中的任何建议?
Any suggestions on how to display in the Editor log from C++?
推荐答案
这可以通过回调函数完成.从C#到C ++发送指向函数的指针,将其存储在一个临时变量中.将Debug.Log
放入该回调函数中,并允许其接收字符串作为指针(IntPtr
).
This can be done with a callback function. Send a pointer to a function to from C# to C++ store it in a temporary variable. Put Debug.Log
inside that callback function and allow it to receive strings as a pointer(IntPtr
).
从C ++调用此函数时,用Marshal.PtrToStringAnsi
将IntPtr
转换为字符串.
When this function is called from C++, convert the IntPtr
to string with Marshal.PtrToStringAnsi
.
要使其在iOS上运行,您必须在回调函数上使用MonoPInvokeCallback
属性.
To make it work on iOS you have to use the MonoPInvokeCallback
attribute on the callback function.
C#(附加到一个空的GameObject):
C# (Attach to an empty GameObject):
using AOT;
using System;
using System.Runtime.InteropServices;
using UnityEngine;
public class DebugCPP : MonoBehaviour
{
// Use this for initialization
void OnEnable()
{
RegisterDebugCallback(OnDebugCallback);
}
//------------------------------------------------------------------------------------------------
[DllImport("DebugLogPlugin", CallingConvention = CallingConvention.Cdecl)]
static extern void RegisterDebugCallback(debugCallback cb);
//Create string param callback delegate
delegate void debugCallback(IntPtr request, int color, int size);
enum Color { red, green, blue, black, white, yellow, orange };
[MonoPInvokeCallback(typeof(debugCallback))]
static void OnDebugCallback(IntPtr request, int color, int size)
{
//Ptr to string
string debug_string = Marshal.PtrToStringAnsi(request, size);
//Add Specified Color
debug_string =
String.Format("{0}{1}{2}{3}{4}",
"<color=",
((Color)color).ToString(),
">",
debug_string,
"</color>"
);
UnityEngine.Debug.Log(debug_string);
}
}
C ++ (DebugCPP.h
):
C++ (DebugCPP.h
):
#pragma once
#include<stdio.h>
#include <string>
#include <stdio.h>
#include <sstream>
#define DLLExport __declspec(dllexport)
extern "C"
{
//Create a callback delegate
typedef void(*FuncCallBack)(const char* message, int color, int size);
static FuncCallBack callbackInstance = nullptr;
DLLExport void RegisterDebugCallback(FuncCallBack cb);
}
//Color Enum
enum class Color { Red, Green, Blue, Black, White, Yellow, Orange };
class Debug
{
public:
static void Log(const char* message, Color color = Color::Black);
static void Log(const std::string message, Color color = Color::Black);
static void Log(const int message, Color color = Color::Black);
static void Log(const char message, Color color = Color::Black);
static void Log(const float message, Color color = Color::Black);
static void Log(const double message, Color color = Color::Black);
static void Log(const bool message, Color color = Color::Black);
private:
static void send_log(const std::stringstream &ss, const Color &color);
};
C ++ (DebugCPP.cpp
):
C++ (DebugCPP.cpp
):
#include "DebugCPP.h"
#include<stdio.h>
#include <string>
#include <stdio.h>
#include <sstream>
//-------------------------------------------------------------------
void Debug::Log(const char* message, Color color) {
if (callbackInstance != nullptr)
callbackInstance(message, (int)color, (int)strlen(message));
}
void Debug::Log(const std::string message, Color color) {
const char* tmsg = message.c_str();
if (callbackInstance != nullptr)
callbackInstance(tmsg, (int)color, (int)strlen(tmsg));
}
void Debug::Log(const int message, Color color) {
std::stringstream ss;
ss << message;
send_log(ss, color);
}
void Debug::Log(const char message, Color color) {
std::stringstream ss;
ss << message;
send_log(ss, color);
}
void Debug::Log(const float message, Color color) {
std::stringstream ss;
ss << message;
send_log(ss, color);
}
void Debug::Log(const double message, Color color) {
std::stringstream ss;
ss << message;
send_log(ss, color);
}
void Debug::Log(const bool message, Color color) {
std::stringstream ss;
if (message)
ss << "true";
else
ss << "false";
send_log(ss, color);
}
void Debug::send_log(const std::stringstream &ss, const Color &color) {
const std::string tmp = ss.str();
const char* tmsg = tmp.c_str();
if (callbackInstance != nullptr)
callbackInstance(tmsg, (int)color, (int)strlen(tmsg));
}
//-------------------------------------------------------------------
//Create a callback delegate
void RegisterDebugCallback(FuncCallBack cb) {
callbackInstance = cb;
}
在C ++中的用法:
Debug::Log("Hellow Red", Color::Red);
Debug::Log("Hellow Green", Color::Green);
Debug::Log("Hellow Blue", Color::Blue);
Debug::Log("Hellow Black", Color::Black);
Debug::Log("Hellow White", Color::White);
Debug::Log("Hellow Yellow", Color::Yellow);
Debug::Log("Hellow Orange", Color::Orange);
Debug::Log(true, Color::Black);
Debug::Log(false, Color::Red);
编辑器的输出:
现在,您可以轻松实现Debug.LogWarning
和Debug.LogError
.
Now, you can easily implement Debug.LogWarning
and Debug.LogError
.
这篇关于从C ++使用Debug.Log的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!