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
).
When this function is called from C++, convert the IntPtr
to string with Marshal.PtrToStringAnsi
.
To make it work on iOS you have to use the MonoPInvokeCallback
attribute on the callback function.
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
):
#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
):
#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;
}
Usage from C++:
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);
Output from the Editor:
Now, you can easily implement Debug.LogWarning
and Debug.LogError
.