godot/editor/editor_log.h

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/*************************************************************************/
/* editor_log.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef EDITOR_LOG_H
#define EDITOR_LOG_H
#include "core/os/thread.h"
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#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"
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#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"
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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("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<LogMessage> messages;
// Maps MessageTypes to LogFilters for convenient access and storage (don't need 1 member per filter).
Map<MessageType, LogFilter *> type_filter_map;
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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;
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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);
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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);
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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:
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static void _bind_methods();
void _notification(int p_what);
public:
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void add_message(const String &p_msg, MessageType p_type = MSG_TYPE_STD);
void set_tool_button(Button *p_tool_button);
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void deinit();
void clear();
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EditorLog();
~EditorLog();
};
VARIANT_ENUM_CAST(EditorLog::MessageType);
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#endif // EDITOR_LOG_H