Extract editor color map and simplify SVG color conversion

This commit is contained in:
Yuri Sizov 2022-08-23 14:15:31 +03:00
parent 0626ce50cf
commit c78cbb523f
6 changed files with 173 additions and 143 deletions

View file

@ -6227,6 +6227,7 @@ EditorNode::EditorNode() {
add_child(editor_export);
// Exporters might need the theme.
EditorColorMap::create();
theme = create_custom_theme();
register_exporters();

View file

@ -32,7 +32,6 @@
#include "core/error/error_macros.h"
#include "core/io/resource_loader.h"
#include "core/variant/dictionary.h"
#include "editor/editor_fonts.h"
#include "editor/editor_icons.gen.h"
#include "editor/editor_scale.h"
@ -43,6 +42,118 @@
#include "modules/svg/image_loader_svg.h"
#endif
HashMap<Color, Color> EditorColorMap::editor_color_map;
void EditorColorMap::add_color_pair(const String p_from_color, const String p_to_color) {
editor_color_map[Color::html(p_from_color)] = Color::html(p_to_color);
}
void EditorColorMap::create() {
// Some of the colors below are listed for completeness sake.
// This can be a basis for proper palette validation later.
// Convert: FROM TO
add_color_pair("#478cbf", "#478cbf"); // Godot Blue
add_color_pair("#414042", "#414042"); // Godot Gray
add_color_pair("#ffffff", "#414141"); // Pure white
add_color_pair("#000000", "#bfbfbf"); // Pure black
// Keep pure RGB colors as is, but list them for explicitly.
add_color_pair("#ff0000", "#ff0000"); // Pure red
add_color_pair("#00ff00", "#00ff00"); // Pure green
add_color_pair("#0000ff", "#0000ff"); // Pure blue
// GUI Colors
add_color_pair("#e0e0e0", "#5a5a5a"); // Common icon color
add_color_pair("#fefefe", "#fefefe"); // Forced light color
add_color_pair("#808080", "#808080"); // GUI disabled color
add_color_pair("#b3b3b3", "#363636"); // GUI disabled light color
add_color_pair("#699ce8", "#699ce8"); // GUI highlight color
add_color_pair("#f9f9f9", "#606060"); // Scrollbar grabber highlight color
add_color_pair("#c38ef1", "#a85de9"); // Animation
add_color_pair("#fc7f7f", "#cd3838"); // Spatial
add_color_pair("#8da5f3", "#3d64dd"); // 2D
add_color_pair("#4b70ea", "#1a3eac"); // 2D Dark
add_color_pair("#8eef97", "#2fa139"); // Control
add_color_pair("#5fb2ff", "#0079f0"); // Selection (blue)
add_color_pair("#003e7a", "#2b74bb"); // Selection (darker blue)
add_color_pair("#f7f5cf", "#615f3a"); // Gizmo (yellow)
// Rainbow
add_color_pair("#ff4545", "#ff2929"); // Red
add_color_pair("#ffe345", "#ffe337"); // Yellow
add_color_pair("#80ff45", "#74ff34"); // Green
add_color_pair("#45ffa2", "#2cff98"); // Aqua
add_color_pair("#45d7ff", "#22ccff"); // Blue
add_color_pair("#8045ff", "#702aff"); // Purple
add_color_pair("#ff4596", "#ff2781"); // Pink
// Audio gradients
add_color_pair("#e1da5b", "#d6cf4b"); // Yellow
add_color_pair("#62aeff", "#1678e0"); // Frozen gradient top
add_color_pair("#75d1e6", "#41acc5"); // Frozen gradient middle
add_color_pair("#84ffee", "#49ccba"); // Frozen gradient bottom
add_color_pair("#f70000", "#c91616"); // Color track red
add_color_pair("#eec315", "#d58c0b"); // Color track orange
add_color_pair("#dbee15", "#b7d10a"); // Color track yellow
add_color_pair("#288027", "#218309"); // Color track green
// Resource groups
add_color_pair("#ffca5f", "#fea900"); // Mesh resource (orange)
add_color_pair("#2998ff", "#68b6ff"); // Shape resource (blue)
add_color_pair("#a2d2ff", "#4998e3"); // Shape resource (light blue)
// Animation editor tracks
// The property track icon color is set by the common icon color.
add_color_pair("#ea7940", "#bd5e2c"); // 3D Position track
add_color_pair("#ff2b88", "#bd165f"); // 3D Rotation track
add_color_pair("#eac840", "#bd9d1f"); // 3D Scale track
add_color_pair("#3cf34e", "#16a827"); // Call Method track
add_color_pair("#2877f6", "#236be6"); // Bezier Curve track
add_color_pair("#eae440", "#9f9722"); // Audio Playback track
add_color_pair("#a448f0", "#9853ce"); // Animation Playback track
add_color_pair("#5ad5c4", "#0a9c88"); // Blend Shape track
// Control layouts
add_color_pair("#d6d6d6", "#474747"); // Highlighted part
add_color_pair("#474747", "#d6d6d6"); // Background part
add_color_pair("#919191", "#6e6e6e"); // Border part
// TileSet editor icons
add_color_pair("#fce00e", "#aa8d24"); // New Single Tile
add_color_pair("#0e71fc", "#0350bd"); // New Autotile
add_color_pair("#c6ced4", "#828f9b"); // New Atlas
// Visual script
add_color_pair("#41ecad", "#25e3a0"); // VisualScript variant
add_color_pair("#6f91f0", "#6d8eeb"); // VisualScript bool
add_color_pair("#5abbef", "#4fb2e9"); // VisualScript int
add_color_pair("#35d4f4", "#27ccf0"); // VisualScript float
add_color_pair("#4593ec", "#4690e7"); // VisualScript String
add_color_pair("#ac73f1", "#ad76ee"); // VisualScript Vector2
add_color_pair("#f1738f", "#ee758e"); // VisualScript Rect2
add_color_pair("#de66f0", "#dc6aed"); // VisualScript Vector3
add_color_pair("#b9ec41", "#96ce1a"); // VisualScript Transform2D
add_color_pair("#f74949", "#f77070"); // VisualScript Plane
add_color_pair("#ec418e", "#ec69a3"); // VisualScript Quat
add_color_pair("#ee5677", "#ee7991"); // VisualScript AABB
add_color_pair("#e1ec41", "#b2bb19"); // VisualScript Basis
add_color_pair("#f68f45", "#f49047"); // VisualScript Transform
add_color_pair("#417aec", "#6993ec"); // VisualScript NodePath
add_color_pair("#41ec80", "#2ce573"); // VisualScript RID
add_color_pair("#55f3e3", "#12d5c3"); // VisualScript Object
add_color_pair("#54ed9e", "#57e99f"); // VisualScript Dictionary
// Visual shaders
add_color_pair("#77ce57", "#67c046"); // Vector funcs
add_color_pair("#ea686c", "#d95256"); // Vector transforms
add_color_pair("#eac968", "#d9b64f"); // Textures and cubemaps
add_color_pair("#cf68ea", "#c050dd"); // Functions and expressions
}
static Ref<StyleBoxTexture> make_stylebox(Ref<Texture2D> p_texture, float p_left, float p_top, float p_right, float p_bottom, float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1, bool p_draw_center = true) {
Ref<StyleBoxTexture> style(memnew(StyleBoxTexture));
style->set_texture(p_texture);
@ -113,7 +224,7 @@ static Ref<Texture2D> flip_icon(Ref<Texture2D> p_texture, bool p_flip_y = false,
#ifdef MODULE_SVG_ENABLED
// See also `generate_icon()` in `scene/resources/default_theme.cpp`.
static Ref<ImageTexture> editor_generate_icon(int p_index, bool p_convert_color, float p_scale = EDSCALE, float p_saturation = 1.0, Dictionary p_convert_colors = Dictionary()) {
static 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);
// Upsample icon generation only if the editor scale isn't an integer multiplier.
@ -121,8 +232,7 @@ static Ref<ImageTexture> editor_generate_icon(int p_index, bool p_convert_color,
// with integer editor scales.
const bool upsample = !Math::is_equal_approx(Math::round(p_scale), p_scale);
ImageLoaderSVG img_loader;
img_loader.set_replace_colors(p_convert_colors);
img_loader.create_image_from_string(img, editor_icons_sources[p_index], p_scale, upsample, p_convert_color);
img_loader.create_image_from_string(img, editor_icons_sources[p_index], p_scale, upsample, p_convert_colors);
if (p_saturation != 1.0) {
img->adjust_bcs(1.0, 1.0, p_saturation);
}
@ -132,126 +242,18 @@ static Ref<ImageTexture> editor_generate_icon(int p_index, bool p_convert_color,
}
#endif
#ifndef ADD_CONVERT_COLOR
#define ADD_CONVERT_COLOR(dictionary, old_color, new_color) dictionary[Color::html(old_color)] = Color::html(new_color)
#endif
void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme = true, int p_thumb_size = 32, bool p_only_thumbs = false, float p_icon_saturation = 1.0) {
#ifdef MODULE_SVG_ENABLED
// The default icon theme is designed to be used for a dark theme.
// This dictionary stores Color values to convert to other colors
// for better readability on a light theme.
// Godot Color values are used to avoid the ambiguity of strings
// (where "#ffffff", "fff", and "white" are all equivalent).
Dictionary dark_icon_color_dictionary;
HashMap<Color, Color> icon_color_map;
// The names of the icons to never convert, even if one of their colors
// are contained in the dictionary above.
HashSet<StringName> exceptions;
// Some of the colors below are listed for completeness sake.
// This can be a basis for proper palette validation later.
if (!p_dark_theme) {
// Convert color: FROM TO
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#478cbf", "#478cbf"); // Godot Blue
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#414042", "#414042"); // Godot Gray
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ffffff", "#414141"); // Pure white
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#000000", "#bfbfbf"); // Pure black
// Keep pure RGB colors as is, but list them for explicitly.
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ff0000", "#ff0000"); // Pure red
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#00ff00", "#00ff00"); // Pure green
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#0000ff", "#0000ff"); // Pure blue
// GUI Colors
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#e0e0e0", "#5a5a5a"); // Common icon color
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#fefefe", "#fefefe"); // Forced light color
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#808080", "#808080"); // GUI disabled color
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#b3b3b3", "#363636"); // GUI disabled light color
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#699ce8", "#699ce8"); // GUI highlight color
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#f9f9f9", "#606060"); // Scrollbar grabber highlight color
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#c38ef1", "#a85de9"); // Animation
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#fc7f7f", "#cd3838"); // Spatial
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#8da5f3", "#3d64dd"); // 2D
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#4b70ea", "#1a3eac"); // 2D Dark
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#8eef97", "#2fa139"); // Control
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#5fb2ff", "#0079f0"); // Selection (blue)
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#003e7a", "#2b74bb"); // Selection (darker blue)
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#f7f5cf", "#615f3a"); // Gizmo (yellow)
// Rainbow
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ff4545", "#ff2929"); // Red
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ffe345", "#ffe337"); // Yellow
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#80ff45", "#74ff34"); // Green
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#45ffa2", "#2cff98"); // Aqua
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#45d7ff", "#22ccff"); // Blue
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#8045ff", "#702aff"); // Purple
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ff4596", "#ff2781"); // Pink
// Audio gradients
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#e1da5b", "#d6cf4b"); // Yellow
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#62aeff", "#1678e0"); // Frozen gradient top
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#75d1e6", "#41acc5"); // Frozen gradient middle
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#84ffee", "#49ccba"); // Frozen gradient bottom
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#f70000", "#c91616"); // Color track red
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#eec315", "#d58c0b"); // Color track orange
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#dbee15", "#b7d10a"); // Color track yellow
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#288027", "#218309"); // Color track green
// Resource groups
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ffca5f", "#fea900"); // Mesh resource (orange)
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#2998ff", "#68b6ff"); // Shape resource (blue)
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#a2d2ff", "#4998e3"); // Shape resource (light blue)
// Animation editor tracks
// The property track icon color is set by the common icon color.
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ea7940", "#bd5e2c"); // 3D Position track
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ff2b88", "#bd165f"); // 3D Rotation track
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#eac840", "#bd9d1f"); // 3D Scale track
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#3cf34e", "#16a827"); // Call Method track
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#2877f6", "#236be6"); // Bezier Curve track
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#eae440", "#9f9722"); // Audio Playback track
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#a448f0", "#9853ce"); // Animation Playback track
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#5ad5c4", "#0a9c88"); // Blend Shape track
// Control layouts
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#d6d6d6", "#474747"); // Highlighted part
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#474747", "#d6d6d6"); // Background part
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#919191", "#6e6e6e"); // Border part
// TileSet editor icons
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#fce00e", "#aa8d24"); // New Single Tile
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#0e71fc", "#0350bd"); // New Autotile
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#c6ced4", "#828f9b"); // New Atlas
// Visual script
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#41ecad", "#25e3a0"); // VisualScript variant
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#6f91f0", "#6d8eeb"); // VisualScript bool
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#5abbef", "#4fb2e9"); // VisualScript int
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#35d4f4", "#27ccf0"); // VisualScript float
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#4593ec", "#4690e7"); // VisualScript String
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ac73f1", "#ad76ee"); // VisualScript Vector2
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#f1738f", "#ee758e"); // VisualScript Rect2
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#de66f0", "#dc6aed"); // VisualScript Vector3
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#b9ec41", "#96ce1a"); // VisualScript Transform2D
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#f74949", "#f77070"); // VisualScript Plane
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ec418e", "#ec69a3"); // VisualScript Quat
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ee5677", "#ee7991"); // VisualScript AABB
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#e1ec41", "#b2bb19"); // VisualScript Basis
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#f68f45", "#f49047"); // VisualScript Transform
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#417aec", "#6993ec"); // VisualScript NodePath
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#41ec80", "#2ce573"); // VisualScript RID
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#55f3e3", "#12d5c3"); // VisualScript Object
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#54ed9e", "#57e99f"); // VisualScript Dictionary
// Visual shaders
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#77ce57", "#67c046"); // Vector funcs
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#ea686c", "#d95256"); // Vector transforms
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#eac968", "#d9b64f"); // Textures and cubemaps
ADD_CONVERT_COLOR(dark_icon_color_dictionary, "#cf68ea", "#c050dd"); // Functions and expressions
for (KeyValue<Color, Color> &E : EditorColorMap::get()) {
icon_color_map[E.key] = E.value;
}
exceptions.insert("EditorPivot");
exceptions.insert("EditorHandle");
@ -291,18 +293,18 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
const Color error_color = p_theme->get_color(SNAME("error_color"), SNAME("Editor"));
const Color success_color = p_theme->get_color(SNAME("success_color"), SNAME("Editor"));
const Color warning_color = p_theme->get_color(SNAME("warning_color"), SNAME("Editor"));
dark_icon_color_dictionary[Color::html("#ff5f5f")] = error_color;
dark_icon_color_dictionary[Color::html("#5fff97")] = success_color;
dark_icon_color_dictionary[Color::html("#ffdd65")] = warning_color;
icon_color_map[Color::html("#ff5f5f")] = error_color;
icon_color_map[Color::html("#5fff97")] = success_color;
icon_color_map[Color::html("#ffdd65")] = warning_color;
// Use the accent color for some icons (checkbox, radio, toggle, etc.).
Dictionary accent_color_icon_color_dictionary;
HashMap<Color, Color> accent_color_map;
HashSet<StringName> accent_color_icons;
const Color accent_color = p_theme->get_color(SNAME("accent_color"), SNAME("Editor"));
accent_color_icon_color_dictionary[Color::html("699ce8")] = accent_color;
accent_color_map[Color::html("699ce8")] = accent_color;
if (accent_color.get_luminance() > 0.75) {
accent_color_icon_color_dictionary[Color::html("ffffff")] = Color(0.2, 0.2, 0.2);
accent_color_map[Color::html("ffffff")] = Color(0.2, 0.2, 0.2);
}
accent_color_icons.insert("GuiChecked");
@ -318,7 +320,7 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
Ref<ImageTexture> icon;
if (accent_color_icons.has(editor_icons_names[i])) {
icon = editor_generate_icon(i, true, EDSCALE, 1.0, accent_color_icon_color_dictionary);
icon = editor_generate_icon(i, EDSCALE, 1.0, accent_color_map);
} else {
float saturation = p_icon_saturation;
@ -327,7 +329,11 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
}
const int is_exception = exceptions.has(editor_icons_names[i]);
icon = editor_generate_icon(i, !is_exception, EDSCALE, saturation, dark_icon_color_dictionary);
if (is_exception) {
icon = editor_generate_icon(i, EDSCALE, saturation);
} else {
icon = editor_generate_icon(i, EDSCALE, saturation, icon_color_map);
}
}
p_theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), icon);
@ -342,7 +348,13 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
for (int i = 0; i < editor_bg_thumbs_count; i++) {
const int index = editor_bg_thumbs_indices[i];
const int is_exception = exceptions.has(editor_icons_names[index]);
const Ref<ImageTexture> icon = editor_generate_icon(index, !p_dark_theme && !is_exception, scale, force_filter, dark_icon_color_dictionary);
Ref<ImageTexture> icon;
if (!p_dark_theme && !is_exception) {
icon = editor_generate_icon(index, scale, force_filter, icon_color_map);
} else {
icon = editor_generate_icon(index, scale, force_filter);
}
p_theme->set_icon(editor_icons_names[index], SNAME("EditorIcons"), icon);
}
@ -351,7 +363,13 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
for (int i = 0; i < editor_md_thumbs_count; i++) {
const int index = editor_md_thumbs_indices[i];
const bool is_exception = exceptions.has(editor_icons_names[index]);
const Ref<ImageTexture> icon = editor_generate_icon(index, !p_dark_theme && !is_exception, scale, force_filter, dark_icon_color_dictionary);
Ref<ImageTexture> icon;
if (!p_dark_theme && !is_exception) {
icon = editor_generate_icon(index, scale, force_filter, icon_color_map);
} else {
icon = editor_generate_icon(index, scale, force_filter);
}
p_theme->set_icon(editor_icons_names[index], SNAME("EditorIcons"), icon);
}

View file

@ -34,6 +34,20 @@
#include "scene/resources/texture.h"
#include "scene/resources/theme.h"
// The default icon theme is designed to be used for a dark theme. This map stores
// Color values to convert to other colors for better readability on a light theme.
class EditorColorMap {
// Godot Color values are used to avoid the ambiguity of strings
// (where "#ffffff", "fff", and "white" are all equivalent).
static HashMap<Color, Color> editor_color_map;
public:
static void create();
static void add_color_pair(const String p_from_color, const String p_to_color);
static HashMap<Color, Color> &get() { return editor_color_map; };
};
Ref<Theme> create_editor_theme(Ref<Theme> p_theme = nullptr);
Ref<Theme> create_custom_theme(Ref<Theme> p_theme = nullptr);

View file

@ -35,13 +35,13 @@
#include <thorvg.h>
void ImageLoaderSVG::_replace_color_property(const String &p_prefix, String &r_string) {
// Replace colors in the SVG based on what is configured in `replace_colors`.
void ImageLoaderSVG::_replace_color_property(const HashMap<Color, Color> &p_color_map, const String &p_prefix, String &r_string) {
// Replace colors in the SVG based on what is passed in `p_color_map`.
// Used to change the colors of editor icons based on the used theme.
// The strings being replaced are typically of the form:
// fill="#5abbef"
// But can also be 3-letter codes, include alpha, be "none" or a named color
// string ("blue"). So we convert to Godot Color to compare with `replace_colors`.
// string ("blue"). So we convert to Godot Color to compare with `p_color_map`.
const int prefix_len = p_prefix.length();
int pos = r_string.find(p_prefix);
@ -52,8 +52,8 @@ void ImageLoaderSVG::_replace_color_property(const String &p_prefix, String &r_s
const String color_code = r_string.substr(pos, end_pos - pos);
if (color_code != "none" && !color_code.begins_with("url(")) {
const Color color = Color(color_code); // Handles both HTML codes and named colors.
if (replace_colors.has(color)) {
r_string = r_string.left(pos) + "#" + replace_colors[color].operator Color().to_html(false) + r_string.substr(end_pos);
if (p_color_map.has(color)) {
r_string = r_string.left(pos) + "#" + p_color_map[color].to_html(false) + r_string.substr(end_pos);
}
}
// Search for other occurrences.
@ -61,13 +61,13 @@ void ImageLoaderSVG::_replace_color_property(const String &p_prefix, String &r_s
}
}
void ImageLoaderSVG::create_image_from_string(Ref<Image> p_image, String p_string, float p_scale, bool p_upsample, bool p_convert_color) {
void ImageLoaderSVG::create_image_from_string(Ref<Image> p_image, String p_string, float p_scale, bool p_upsample, const HashMap<Color, Color> &p_color_map) {
ERR_FAIL_COND(Math::is_zero_approx(p_scale));
if (p_convert_color) {
_replace_color_property("stop-color=\"", p_string);
_replace_color_property("fill=\"", p_string);
_replace_color_property("stroke=\"", p_string);
if (p_color_map.size()) {
_replace_color_property(p_color_map, "stop-color=\"", p_string);
_replace_color_property(p_color_map, "fill=\"", p_string);
_replace_color_property(p_color_map, "stroke=\"", p_string);
}
std::unique_ptr<tvg::Picture> picture = tvg::Picture::gen();
@ -138,7 +138,7 @@ void ImageLoaderSVG::get_recognized_extensions(List<String> *p_extensions) const
Error ImageLoaderSVG::load_image(Ref<Image> p_image, Ref<FileAccess> p_fileaccess, bool p_force_linear, float p_scale) {
String svg = p_fileaccess->get_as_utf8_string();
create_image_from_string(p_image, svg, p_scale, false, false);
create_image_from_string(p_image, svg, p_scale, false, HashMap<Color, Color>());
ERR_FAIL_COND_V(p_image->is_empty(), FAILED);
if (p_force_linear) {
p_image->srgb_to_linear();

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@ -34,13 +34,10 @@
#include "core/io/image_loader.h"
class ImageLoaderSVG : public ImageFormatLoader {
Dictionary replace_colors;
void _replace_color_property(const String &p_prefix, String &r_string);
void _replace_color_property(const HashMap<Color, Color> &p_color_map, const String &p_prefix, String &r_string);
public:
// Called by the editor to handle theme icon colors.
void set_replace_colors(Dictionary p_replace_colors) { replace_colors = p_replace_colors; }
void create_image_from_string(Ref<Image> p_image, String p_string, float p_scale, bool p_upsample, bool p_convert_color);
void create_image_from_string(Ref<Image> p_image, String p_string, float p_scale, bool p_upsample, const HashMap<Color, Color> &p_color_map);
virtual Error load_image(Ref<Image> p_image, Ref<FileAccess> p_fileaccess, bool p_force_linear, float p_scale) override;
virtual void get_recognized_extensions(List<String> *p_extensions) const override;

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@ -84,7 +84,7 @@ static Ref<ImageTexture> generate_icon(int p_index) {
// with integer scales.
const bool upsample = !Math::is_equal_approx(Math::round(scale), scale);
ImageLoaderSVG img_loader;
img_loader.create_image_from_string(img, default_theme_icons_sources[p_index], scale, upsample, false);
img_loader.create_image_from_string(img, default_theme_icons_sources[p_index], scale, upsample, HashMap<Color, Color>());
#endif
return ImageTexture::create_from_image(img);