/*************************************************************************/ /* editor_log.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef EDITOR_LOG_H #define EDITOR_LOG_H #include "core/os/thread.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/control.h" #include "scene/gui/label.h" #include "scene/gui/line_edit.h" #include "scene/gui/panel_container.h" #include "scene/gui/rich_text_label.h" #include "scene/gui/texture_button.h" #include "scene/gui/texture_rect.h" class EditorLog : public HBoxContainer { GDCLASS(EditorLog, HBoxContainer); public: enum MessageType { MSG_TYPE_STD, MSG_TYPE_ERROR, MSG_TYPE_WARNING, MSG_TYPE_EDITOR, }; private: struct LogMessage { String text; MessageType type; int count = 1; LogMessage() {} LogMessage(const String p_text, MessageType p_type) : text(p_text), type(p_type) { } }; // Encapsulates all data and functionality regarding filters. struct LogFilter { private: // Force usage of set method since it has functionality built-in. int message_count = 0; bool active = true; public: MessageType type; Button *toggle_button = nullptr; void initialize_button(const String &p_tooltip, Callable p_toggled_callback) { toggle_button = memnew(Button); toggle_button->set_toggle_mode(true); toggle_button->set_pressed(true); toggle_button->set_text(itos(message_count)); toggle_button->set_tooltip(TTR(p_tooltip)); // Don't tint the icon even when in "pressed" state. toggle_button->add_theme_color_override(SNAME("icon_color_pressed"), Color(1, 1, 1, 1)); toggle_button->set_focus_mode(FOCUS_NONE); // When toggled call the callback and pass the MessageType this button is for. toggle_button->connect("toggled", p_toggled_callback, varray(type)); } int get_message_count() { return message_count; } void set_message_count(int p_count) { message_count = p_count; toggle_button->set_text(itos(message_count)); } bool is_active() { return active; } void set_active(bool p_active) { toggle_button->set_pressed(p_active); active = p_active; } LogFilter(MessageType p_type) : type(p_type) { } }; Vector messages; // Maps MessageTypes to LogFilters for convenient access and storage (don't need 1 member per filter). Map type_filter_map; RichTextLabel *log; Button *clear_button; Button *copy_button; Button *collapse_button; bool collapse = false; Button *show_search_button; LineEdit *search_box; // Reference to the "Output" button on the toolbar so we can update it's icon when // Warnings or Errors are encounetered. Button *tool_button; bool is_loading_state = false; // Used to disable saving requests while loading (some signals from buttons will try trigger a save, which happens during loading). Timer *save_state_timer; static void _error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, bool p_editor_notify, ErrorHandlerType p_type); ErrorHandlerList eh; Thread::ID current; //void _dragged(const Point2& p_ofs); void _clear_request(); void _copy_request(); static void _undo_redo_cbk(void *p_self, const String &p_name); void _rebuild_log(); void _add_log_line(LogMessage &p_message, bool p_replace_previous = false); void _set_filter_active(bool p_active, MessageType p_message_type); void _set_search_visible(bool p_visible); void _search_changed(const String &p_text); void _process_message(const String &p_msg, MessageType p_type); void _reset_message_counts(); void _set_collapse(bool p_collapse); void _start_state_save_timer(); void _save_state(); void _load_state(); void _update_theme(); protected: static void _bind_methods(); void _notification(int p_what); public: void add_message(const String &p_msg, MessageType p_type = MSG_TYPE_STD); void set_tool_button(Button *p_tool_button); void deinit(); void clear(); EditorLog(); ~EditorLog(); }; VARIANT_ENUM_CAST(EditorLog::MessageType); #endif // EDITOR_LOG_H