godot/editor/themes/editor_icons.cpp

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/**************************************************************************/
/* editor_icons.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "editor_icons.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/themes/editor_color_map.h"
#include "editor/themes/editor_icons.gen.h"
#include "editor/themes/editor_scale.h"
#include "scene/resources/image_texture.h"
#include "scene/resources/texture.h"
#include "modules/modules_enabled.gen.h" // For svg.
#ifdef MODULE_SVG_ENABLED
#include "modules/svg/image_loader_svg.h"
#endif
void editor_configure_icons(bool p_dark_theme) {
#ifdef MODULE_SVG_ENABLED
if (p_dark_theme) {
ImageLoaderSVG::set_forced_color_map(HashMap<Color, Color>());
} else {
ImageLoaderSVG::set_forced_color_map(EditorColorMap::get_color_conversion_map());
}
#else
WARN_PRINT("SVG support disabled, editor icons won't be rendered.");
#endif
}
// See also `generate_icon()` in `scene/theme/default_theme.cpp`.
Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float p_saturation, const HashMap<Color, Color> &p_convert_colors = HashMap<Color, Color>()) {
Ref<Image> img = memnew(Image);
#ifdef MODULE_SVG_ENABLED
// Upsample icon generation only if the editor scale isn't an integer multiplier.
// Generating upsampled icons is slower, and the benefit is hardly visible
// with integer editor scales.
const bool upsample = !Math::is_equal_approx(Math::round(p_scale), p_scale);
Error err = ImageLoaderSVG::create_image_from_string(img, editor_icons_sources[p_index], p_scale, upsample, p_convert_colors);
ERR_FAIL_COND_V_MSG(err != OK, Ref<ImageTexture>(), "Failed generating icon, unsupported or invalid SVG data in editor theme.");
if (p_saturation != 1.0) {
img->adjust_bcs(1.0, 1.0, p_saturation);
}
#else
// If the SVG module is disabled, we can't really display the UI well, but at least we won't crash.
// 16 pixels is used as it's the most common base size for Godot icons.
img = Image::create_empty(16 * p_scale, 16 * p_scale, false, Image::FORMAT_RGBA8);
#endif
return ImageTexture::create_from_image(img);
}
float get_gizmo_handle_scale(const String &p_gizmo_handle_name, float p_gizmo_handle_scale) {
if (p_gizmo_handle_scale > 1.0f) {
// The names of the icons that require additional scaling.
static HashSet<StringName> gizmo_to_scale;
if (gizmo_to_scale.is_empty()) {
gizmo_to_scale.insert("EditorHandle");
gizmo_to_scale.insert("EditorHandleAdd");
gizmo_to_scale.insert("EditorHandleDisabled");
gizmo_to_scale.insert("EditorCurveHandle");
gizmo_to_scale.insert("EditorPathSharpHandle");
gizmo_to_scale.insert("EditorPathSmoothHandle");
}
if (gizmo_to_scale.has(p_gizmo_handle_name)) {
return EDSCALE * p_gizmo_handle_scale;
}
}
return EDSCALE;
}
void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p_icon_saturation, int p_thumb_size, float p_gizmo_handle_scale) {
// Before we register the icons, we adjust their colors and saturation.
// Most icons follow the standard rules for color conversion to follow the editor
// theme's polarity (dark/light). We also adjust the saturation for most icons,
// following the editor setting.
// Some icons are excluded from this conversion, and instead use the configured
// accent color to replace their innate accent color to match the editor theme.
// And then some icons are completely excluded from the conversion.
// Standard color conversion map.
HashMap<Color, Color> color_conversion_map;
// Icons by default are set up for the dark theme, so if the theme is light,
// we apply the dark-to-light color conversion map.
if (!p_dark_theme) {
for (KeyValue<Color, Color> &E : EditorColorMap::get_color_conversion_map()) {
color_conversion_map[E.key] = E.value;
}
}
// These colors should be converted even if we are using a dark theme.
const Color error_color = p_theme->get_color(SNAME("error_color"), EditorStringName(Editor));
const Color success_color = p_theme->get_color(SNAME("success_color"), EditorStringName(Editor));
const Color warning_color = p_theme->get_color(SNAME("warning_color"), EditorStringName(Editor));
color_conversion_map[Color::html("#ff5f5f")] = error_color;
color_conversion_map[Color::html("#5fff97")] = success_color;
color_conversion_map[Color::html("#ffdd65")] = warning_color;
// The names of the icons to exclude from the standard color conversion.
HashSet<StringName> conversion_exceptions = EditorColorMap::get_color_conversion_exceptions();
// The names of the icons to exclude when adjusting for saturation.
HashSet<StringName> saturation_exceptions;
saturation_exceptions.insert("DefaultProjectIcon");
saturation_exceptions.insert("Godot");
saturation_exceptions.insert("Logo");
// Accent color conversion map.
// It is used on some icons (checkbox, radio, toggle, etc.), regardless of the dark
// or light mode.
HashMap<Color, Color> accent_color_map;
HashSet<StringName> accent_color_icons;
const Color accent_color = p_theme->get_color(SNAME("accent_color"), EditorStringName(Editor));
accent_color_map[Color::html("699ce8")] = accent_color;
if (accent_color.get_luminance() > 0.75) {
accent_color_map[Color::html("ffffff")] = Color(0.2, 0.2, 0.2);
}
accent_color_icons.insert("GuiChecked");
accent_color_icons.insert("GuiRadioChecked");
accent_color_icons.insert("GuiIndeterminate");
accent_color_icons.insert("GuiToggleOn");
accent_color_icons.insert("GuiToggleOnMirrored");
accent_color_icons.insert("PlayOverlay");
// Generate icons.
{
for (int i = 0; i < editor_icons_count; i++) {
Ref<ImageTexture> icon;
const String &editor_icon_name = editor_icons_names[i];
if (accent_color_icons.has(editor_icon_name)) {
icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), 1.0, accent_color_map);
} else {
float saturation = p_icon_saturation;
if (saturation_exceptions.has(editor_icon_name)) {
saturation = 1.0;
}
if (conversion_exceptions.has(editor_icon_name)) {
icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation);
} else {
icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation, color_conversion_map);
}
}
p_theme->set_icon(editor_icon_name, EditorStringName(EditorIcons), icon);
}
}
// Generate thumbnail icons with the given thumbnail size.
// See editor\icons\editor_icons_builders.py for the code that determines which icons are thumbnails.
if (p_thumb_size >= 64) {
const float scale = (float)p_thumb_size / 64.0 * EDSCALE;
for (int i = 0; i < editor_bg_thumbs_count; i++) {
const int index = editor_bg_thumbs_indices[i];
Ref<ImageTexture> icon;
if (accent_color_icons.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
} else {
float saturation = p_icon_saturation;
if (saturation_exceptions.has(editor_icons_names[index])) {
saturation = 1.0;
}
if (conversion_exceptions.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, saturation);
} else {
icon = editor_generate_icon(index, scale, saturation, color_conversion_map);
}
}
p_theme->set_icon(editor_icons_names[index], EditorStringName(EditorIcons), icon);
}
} else {
const float scale = (float)p_thumb_size / 32.0 * EDSCALE;
for (int i = 0; i < editor_md_thumbs_count; i++) {
const int index = editor_md_thumbs_indices[i];
Ref<ImageTexture> icon;
if (accent_color_icons.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
} else {
float saturation = p_icon_saturation;
if (saturation_exceptions.has(editor_icons_names[index])) {
saturation = 1.0;
}
if (conversion_exceptions.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, saturation);
} else {
icon = editor_generate_icon(index, scale, saturation, color_conversion_map);
}
}
p_theme->set_icon(editor_icons_names[index], EditorStringName(EditorIcons), icon);
}
}
}
void editor_copy_icons(const Ref<Theme> &p_theme, const Ref<Theme> &p_old_theme) {
for (int i = 0; i < editor_icons_count; i++) {
p_theme->set_icon(editor_icons_names[i], EditorStringName(EditorIcons), p_old_theme->get_icon(editor_icons_names[i], EditorStringName(EditorIcons)));
}
}
// Returns the SVG code for the default project icon.
String get_default_project_icon() {
// FIXME: This icon can probably be predefined in editor_icons.gen.h so we don't have to look up.
for (int i = 0; i < editor_icons_count; i++) {
if (strcmp(editor_icons_names[i], "DefaultProjectIcon") == 0) {
return String(editor_icons_sources[i]);
}
}
return String();
}