- Edited
Im writing a function that uses OS.read_string_from_stdin()
arguments. To test if it is working every time i make changes i have to export project (windows) and run the project-console.exe
and then i am able to enter into the console my string. The end product will be console-application (dedicated-server).
Is there a better way to debug the stdin(
) input in godot?
Debugger window has only stdoutput. No way to enter things..
This is really frustrating.. compile takes a second to finish but still i have to press like 4 buttons in 3 windows to export .. it gets annoying fast.. also i cant catch errors or test breakpoints in exported project..
ANSWER: xyz Use console version of the editor
Also on another note when im capturing the stdin()
inside the console-application (when im writing text) it shows in the console window, but if something else uses print() command, then my stdin()
input is blown away with the previously mentioned print() function.
The stdin()
varriable stays, just the visual input text is not visible anymore. How can i keep the visual text while other functions print() to console?
Also while im at it, is there a way to redefine print()
function, such as that it stays the same but it checks the global flag (bool) if its true then it prints, otherwise it does not. I have a lot of print statements that i want to hide (option for user) and to do that with if statements before each print function, is gonna be a wild ride..