godot/editor/editor_log.h
Eric M ab3d35a76b Output log rewrite and enhancements.
Added message type filters.
Added ability to search.
Added ability to collapse multiple duplicate messages into one line.
Updated layout to allow for more vertical space in log text area.
2021-11-07 15:50:02 -07:00

189 lines
6.2 KiB
C++

/*************************************************************************/
/* editor_log.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "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/empty_control.h"
#include "core/os/thread.h"
#include "pane_drag.h"
#include "scene/gui/box_container.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tool_button.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, Object *p_toggled_callback_object, StringName p_toggled_callback_method) {
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_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_object, p_toggled_callback_method, 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;
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, 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