从C ++使用Debug.Log [英] Use Debug.Log from C++

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本文介绍了从C ++使用Debug.Log的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

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.PtrToStringAnsiIntPtr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.LogWarningDebug.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!

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