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199 | /**************************************************************************/
/* editor_log.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/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 UndoRedo;
class EditorLog : public HBoxContainer {
GDCLASS(EditorLog, HBoxContainer);
public:
enum MessageType {
MSG_TYPE_STD,
MSG_TYPE_ERROR,
MSG_TYPE_STD_RICH,
MSG_TYPE_WARNING,
MSG_TYPE_EDITOR,
};
private:
struct LogMessage {
String text;
MessageType type;
int count = 1;
bool clear = true;
LogMessage() {}
LogMessage(const String &p_text, MessageType p_type, bool p_clear) :
text(p_text),
type(p_type),
clear(p_clear) {
}
};
struct {
Color error_color;
Ref<Texture2D> error_icon;
Color warning_color;
Ref<Texture2D> warning_icon;
Color message_color;
} theme_cache;
// 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_text(TTR(p_tooltip));
toggle_button->set_focus_mode(FOCUS_NONE);
// When toggled call the callback and pass the MessageType this button is for.
toggle_button->connect(SceneStringName(toggled), p_toggled_callback.bind(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) :<--- Struct 'LogFilter' has a constructor with 1 argument that is not explicit. [+]Struct 'LogFilter' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
type(p_type) {
}
};
int line_limit = 10000;
Vector<LogMessage> messages;
// Maps MessageTypes to LogFilters for convenient access and storage (don't need 1 member per filter).
HashMap<MessageType, LogFilter *> type_filter_map;
RichTextLabel *log = nullptr;
Button *clear_button = nullptr;
Button *copy_button = nullptr;
Button *collapse_button = nullptr;
bool collapse = false;
Button *show_search_button = nullptr;
LineEdit *search_box = nullptr;
// Reference to the "Output" button on the toolbar so we can update its icon when warnings or errors are encountered.
Button *tool_button = nullptr;
bool is_loading_state = false; // Used to disable saving requests while loading (some signals from buttons will try to trigger a save, which happens during loading).
Timer *save_state_timer = nullptr;
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;
//void _dragged(const Point2& p_ofs);
void _meta_clicked(const String &p_meta);
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);
bool _check_display_message(LogMessage &p_message);
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, bool p_clear);
void _reset_message_counts();
void _set_collapse(bool p_collapse);
void _start_state_save_timer();
void _save_state();
void _load_state();
void _update_theme();
void _editor_settings_changed();
protected:
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 register_undo_redo(UndoRedo *p_undo_redo);
void deinit();
void clear();
EditorLog();
~EditorLog();
};
VARIANT_ENUM_CAST(EditorLog::MessageType);
#endif // EDITOR_LOG_H
|