Merge pull request #65934 from YuriSizov/editor-theme-big-thumb

Improve icon generation in the editor theme
This commit is contained in:
Rémi Verschelde 2022-09-21 18:55:33 +02:00
commit e82a237f99
3 changed files with 220 additions and 160 deletions

View file

@ -750,7 +750,8 @@ void EditorNode::_notification(int p_what) {
EditorSettings::get_singleton()->check_changed_settings_in_group("text_editor/theme") ||
EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/font") ||
EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/main_font") ||
EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/code_font");
EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/code_font") ||
EditorSettings::get_singleton()->check_changed_settings_in_group("filesystem/file_dialog/thumbnail_size");
if (theme_changed) {
theme = create_custom_theme(theme_base->get_theme());

View file

@ -42,10 +42,15 @@
#include "modules/svg/image_loader_svg.h"
#endif
HashMap<Color, Color> EditorColorMap::editor_color_map;
HashMap<Color, Color> EditorColorMap::color_conversion_map;
HashSet<StringName> EditorColorMap::color_conversion_exceptions;
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::add_conversion_color_pair(const String p_from_color, const String p_to_color) {
color_conversion_map[Color::html(p_from_color)] = Color::html(p_to_color);
}
void EditorColorMap::add_conversion_exception(const StringName p_icon_name) {
color_conversion_exceptions.insert(p_icon_name);
}
void EditorColorMap::create() {
@ -53,105 +58,139 @@ void EditorColorMap::create() {
// 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_conversion_color_pair("#478cbf", "#478cbf"); // Godot Blue
add_conversion_color_pair("#414042", "#414042"); // Godot Gray
add_color_pair("#ffffff", "#414141"); // Pure white
add_color_pair("#000000", "#bfbfbf"); // Pure black
add_conversion_color_pair("#ffffff", "#414141"); // Pure white
add_conversion_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
add_conversion_color_pair("#ff0000", "#ff0000"); // Pure red
add_conversion_color_pair("#00ff00", "#00ff00"); // Pure green
add_conversion_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_conversion_color_pair("#e0e0e0", "#5a5a5a"); // Common icon color
add_conversion_color_pair("#fefefe", "#fefefe"); // Forced light color
add_conversion_color_pair("#808080", "#808080"); // GUI disabled color
add_conversion_color_pair("#b3b3b3", "#363636"); // GUI disabled light color
add_conversion_color_pair("#699ce8", "#699ce8"); // GUI highlight color
add_conversion_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_conversion_color_pair("#c38ef1", "#a85de9"); // Animation
add_conversion_color_pair("#fc7f7f", "#cd3838"); // Spatial
add_conversion_color_pair("#8da5f3", "#3d64dd"); // 2D
add_conversion_color_pair("#4b70ea", "#1a3eac"); // 2D Dark
add_conversion_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)
add_conversion_color_pair("#5fb2ff", "#0079f0"); // Selection (blue)
add_conversion_color_pair("#003e7a", "#2b74bb"); // Selection (darker blue)
add_conversion_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
add_conversion_color_pair("#ff4545", "#ff2929"); // Red
add_conversion_color_pair("#ffe345", "#ffe337"); // Yellow
add_conversion_color_pair("#80ff45", "#74ff34"); // Green
add_conversion_color_pair("#45ffa2", "#2cff98"); // Aqua
add_conversion_color_pair("#45d7ff", "#22ccff"); // Blue
add_conversion_color_pair("#8045ff", "#702aff"); // Purple
add_conversion_color_pair("#ff4596", "#ff2781"); // Pink
// Audio gradients
add_color_pair("#e1da5b", "#d6cf4b"); // Yellow
add_conversion_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_conversion_color_pair("#62aeff", "#1678e0"); // Frozen gradient top
add_conversion_color_pair("#75d1e6", "#41acc5"); // Frozen gradient middle
add_conversion_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
add_conversion_color_pair("#f70000", "#c91616"); // Color track red
add_conversion_color_pair("#eec315", "#d58c0b"); // Color track orange
add_conversion_color_pair("#dbee15", "#b7d10a"); // Color track yellow
add_conversion_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)
add_conversion_color_pair("#ffca5f", "#fea900"); // Mesh resource (orange)
add_conversion_color_pair("#2998ff", "#68b6ff"); // Shape resource (blue)
add_conversion_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
add_conversion_color_pair("#ea7940", "#bd5e2c"); // 3D Position track
add_conversion_color_pair("#ff2b88", "#bd165f"); // 3D Rotation track
add_conversion_color_pair("#eac840", "#bd9d1f"); // 3D Scale track
add_conversion_color_pair("#3cf34e", "#16a827"); // Call Method track
add_conversion_color_pair("#2877f6", "#236be6"); // Bezier Curve track
add_conversion_color_pair("#eae440", "#9f9722"); // Audio Playback track
add_conversion_color_pair("#a448f0", "#9853ce"); // Animation Playback track
add_conversion_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
add_conversion_color_pair("#d6d6d6", "#474747"); // Highlighted part
add_conversion_color_pair("#474747", "#d6d6d6"); // Background part
add_conversion_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
add_conversion_color_pair("#fce00e", "#aa8d24"); // New Single Tile
add_conversion_color_pair("#0e71fc", "#0350bd"); // New Autotile
add_conversion_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
add_conversion_color_pair("#41ecad", "#25e3a0"); // VisualScript variant
add_conversion_color_pair("#6f91f0", "#6d8eeb"); // VisualScript bool
add_conversion_color_pair("#5abbef", "#4fb2e9"); // VisualScript int
add_conversion_color_pair("#35d4f4", "#27ccf0"); // VisualScript float
add_conversion_color_pair("#4593ec", "#4690e7"); // VisualScript String
add_conversion_color_pair("#ac73f1", "#ad76ee"); // VisualScript Vector2
add_conversion_color_pair("#f1738f", "#ee758e"); // VisualScript Rect2
add_conversion_color_pair("#de66f0", "#dc6aed"); // VisualScript Vector3
add_conversion_color_pair("#b9ec41", "#96ce1a"); // VisualScript Transform2D
add_conversion_color_pair("#f74949", "#f77070"); // VisualScript Plane
add_conversion_color_pair("#ec418e", "#ec69a3"); // VisualScript Quat
add_conversion_color_pair("#ee5677", "#ee7991"); // VisualScript AABB
add_conversion_color_pair("#e1ec41", "#b2bb19"); // VisualScript Basis
add_conversion_color_pair("#f68f45", "#f49047"); // VisualScript Transform
add_conversion_color_pair("#417aec", "#6993ec"); // VisualScript NodePath
add_conversion_color_pair("#41ec80", "#2ce573"); // VisualScript RID
add_conversion_color_pair("#55f3e3", "#12d5c3"); // VisualScript Object
add_conversion_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
add_conversion_color_pair("#77ce57", "#67c046"); // Vector funcs
add_conversion_color_pair("#ea686c", "#d95256"); // Vector transforms
add_conversion_color_pair("#eac968", "#d9b64f"); // Textures and cubemaps
add_conversion_color_pair("#cf68ea", "#c050dd"); // Functions and expressions
// These icons should not be converted.
add_conversion_exception("EditorPivot");
add_conversion_exception("EditorHandle");
add_conversion_exception("Editor3DHandle");
add_conversion_exception("EditorBoneHandle");
add_conversion_exception("Godot");
add_conversion_exception("Sky");
add_conversion_exception("EditorControlAnchor");
add_conversion_exception("DefaultProjectIcon");
add_conversion_exception("GuiChecked");
add_conversion_exception("GuiRadioChecked");
add_conversion_exception("GuiIndeterminate");
add_conversion_exception("GuiCloseCustomizable");
add_conversion_exception("GuiGraphNodePort");
add_conversion_exception("GuiResizer");
add_conversion_exception("ZoomMore");
add_conversion_exception("ZoomLess");
add_conversion_exception("ZoomReset");
add_conversion_exception("LockViewport");
add_conversion_exception("GroupViewport");
add_conversion_exception("StatusError");
add_conversion_exception("StatusSuccess");
add_conversion_exception("StatusWarning");
add_conversion_exception("OverbrightIndicator");
add_conversion_exception("GuiMiniCheckerboard");
/// Code Editor.
add_conversion_exception("GuiTab");
add_conversion_exception("GuiSpace");
add_conversion_exception("CodeFoldedRightArrow");
add_conversion_exception("CodeFoldDownArrow");
add_conversion_exception("TextEditorPlay");
add_conversion_exception("Breakpoint");
}
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) {
@ -206,67 +245,49 @@ static Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float
img->adjust_bcs(1.0, 1.0, p_saturation);
}
// In this case filter really helps.
return ImageTexture::create_from_image(img);
}
#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) {
void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme, float p_icon_saturation, int p_thumb_size, bool p_only_thumbs = false) {
#ifdef MODULE_SVG_ENABLED
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;
// 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()) {
icon_color_map[E.key] = E.value;
for (KeyValue<Color, Color> &E : EditorColorMap::get_color_conversion_map()) {
color_conversion_map[E.key] = E.value;
}
exceptions.insert("EditorPivot");
exceptions.insert("EditorHandle");
exceptions.insert("Editor3DHandle");
exceptions.insert("EditorBoneHandle");
exceptions.insert("Godot");
exceptions.insert("Sky");
exceptions.insert("EditorControlAnchor");
exceptions.insert("DefaultProjectIcon");
exceptions.insert("GuiChecked");
exceptions.insert("GuiRadioChecked");
exceptions.insert("GuiIndeterminate");
exceptions.insert("GuiCloseCustomizable");
exceptions.insert("GuiGraphNodePort");
exceptions.insert("GuiResizer");
exceptions.insert("ZoomMore");
exceptions.insert("ZoomLess");
exceptions.insert("ZoomReset");
exceptions.insert("LockViewport");
exceptions.insert("GroupViewport");
exceptions.insert("StatusError");
exceptions.insert("StatusSuccess");
exceptions.insert("StatusWarning");
exceptions.insert("OverbrightIndicator");
exceptions.insert("GuiMiniCheckerboard");
// Prevents Code Editor icons from changing
exceptions.insert("GuiTab");
exceptions.insert("GuiSpace");
exceptions.insert("CodeFoldedRightArrow");
exceptions.insert("CodeFoldDownArrow");
exceptions.insert("TextEditorPlay");
exceptions.insert("Breakpoint");
}
// These ones should be converted even if we are using a dark theme.
// These colors should be converted even if we are using a 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"));
icon_color_map[Color::html("#ff5f5f")] = error_color;
icon_color_map[Color::html("#5fff97")] = success_color;
icon_color_map[Color::html("#ffdd65")] = warning_color;
color_conversion_map[Color::html("#ff5f5f")] = error_color;
color_conversion_map[Color::html("#5fff97")] = success_color;
color_conversion_map[Color::html("#ffdd65")] = warning_color;
// Use the accent color for some icons (checkbox, radio, toggle, etc.).
// 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 soem icons (checkbox, radio, toggle, etc.), regardless of the dark
// or light mode.
HashMap<Color, Color> accent_color_map;
HashSet<StringName> accent_color_icons;
@ -292,16 +313,14 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
icon = editor_generate_icon(i, EDSCALE, 1.0, accent_color_map);
} else {
float saturation = p_icon_saturation;
if (strcmp(editor_icons_names[i], "DefaultProjectIcon") == 0 || strcmp(editor_icons_names[i], "Godot") == 0 || strcmp(editor_icons_names[i], "Logo") == 0) {
if (saturation_exceptions.has(editor_icons_names[i])) {
saturation = 1.0;
}
const int is_exception = exceptions.has(editor_icons_names[i]);
if (is_exception) {
if (conversion_exceptions.has(editor_icons_names[i])) {
icon = editor_generate_icon(i, EDSCALE, saturation);
} else {
icon = editor_generate_icon(i, EDSCALE, saturation, icon_color_map);
icon = editor_generate_icon(i, EDSCALE, saturation, color_conversion_map);
}
}
@ -310,19 +329,26 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
}
// Generate thumbnail icons with the given thumbnail size.
// We don't need filtering when generating at one of the default resolutions.
const bool force_filter = p_thumb_size != 64 && p_thumb_size != 32;
// 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];
const int is_exception = exceptions.has(editor_icons_names[index]);
Ref<ImageTexture> icon;
if (!p_dark_theme && !is_exception) {
icon = editor_generate_icon(index, scale, force_filter, icon_color_map);
if (accent_color_icons.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
} else {
icon = editor_generate_icon(index, scale, force_filter);
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], SNAME("EditorIcons"), icon);
@ -331,13 +357,21 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
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];
const bool is_exception = exceptions.has(editor_icons_names[index]);
Ref<ImageTexture> icon;
if (!p_dark_theme && !is_exception) {
icon = editor_generate_icon(index, scale, force_filter, icon_color_map);
if (accent_color_icons.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
} else {
icon = editor_generate_icon(index, scale, force_filter);
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], SNAME("EditorIcons"), icon);
@ -432,7 +466,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
if (dark_theme) {
ImageLoaderSVG::set_forced_color_map(HashMap<Color, Color>());
} else {
ImageLoaderSVG::set_forced_color_map(EditorColorMap::get());
ImageLoaderSVG::set_forced_color_map(EditorColorMap::get_color_conversion_map());
}
#endif
@ -475,9 +509,8 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
const Color highlight_color = Color(accent_color.r, accent_color.g, accent_color.b, 0.275);
const Color disabled_highlight_color = highlight_color.lerp(dark_theme ? Color(0, 0, 0) : Color(1, 1, 1), 0.5);
float prev_icon_saturation = theme->has_color(SNAME("icon_saturation"), SNAME("Editor")) ? theme->get_color(SNAME("icon_saturation"), SNAME("Editor")).r : 1.0;
theme->set_color("icon_saturation", "Editor", Color(icon_saturation, icon_saturation, icon_saturation)); // can't save single float in theme, so using color
// Can't save single float in theme, so using Color.
theme->set_color("icon_saturation", "Editor", Color(icon_saturation, icon_saturation, icon_saturation));
theme->set_color("accent_color", "Editor", accent_color);
theme->set_color("highlight_color", "Editor", highlight_color);
theme->set_color("disabled_highlight_color", "Editor", disabled_highlight_color);
@ -518,7 +551,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
Color readonly_warning_color = error_color.lerp(dark_theme ? Color(0, 0, 0) : Color(1, 1, 1), 0.25);
if (!dark_theme) {
// Darken some colors to be readable on a light background
// Darken some colors to be readable on a light background.
success_color = success_color.lerp(mono_color, 0.35);
warning_color = warning_color.lerp(mono_color, 0.35);
error_color = error_color.lerp(mono_color, 0.25);
@ -541,22 +574,43 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
theme->set_constant("dark_theme", "Editor", dark_theme);
theme->set_constant("color_picker_button_height", "Editor", 28 * EDSCALE);
// Register icons + font
// Register editor icons.
// If the settings are comparable to the old theme, then just copy them over.
// Otherwise, regenerate them. Also check if we need to regenerate "thumb" icons.
bool keep_old_icons = false;
bool regenerate_thumb_icons = true;
if (p_theme != nullptr) {
// We check editor scale, theme dark/light mode, icon saturation, and accent color.
// The editor scale, icon color (dark_theme bool), icon saturation, and accent color has not changed, so we do not regenerate the icons.
if (p_theme != nullptr && fabs(p_theme->get_constant(SNAME("scale"), SNAME("Editor")) - EDSCALE) < 0.00001 && (bool)p_theme->get_constant(SNAME("dark_theme"), SNAME("Editor")) == dark_theme && prev_icon_saturation == icon_saturation && p_theme->get_color(SNAME("accent_color"), SNAME("Editor")) == accent_color) {
// Register already generated icons.
// That doesn't really work as expected, since theme constants are integers, and scales are floats.
// So this check will never work when changing between 100-199% values.
const float prev_scale = (float)p_theme->get_constant(SNAME("scale"), SNAME("Editor"));
const bool prev_dark_theme = (bool)p_theme->get_constant(SNAME("dark_theme"), SNAME("Editor"));
const Color prev_accent_color = p_theme->get_color(SNAME("accent_color"), SNAME("Editor"));
const float prev_icon_saturation = p_theme->get_color(SNAME("icon_saturation"), SNAME("Editor")).r;
keep_old_icons = (Math::is_equal_approx(prev_scale, EDSCALE) &&
prev_dark_theme == dark_theme &&
prev_accent_color == accent_color &&
prev_icon_saturation == icon_saturation);
const double prev_thumb_size = (double)p_theme->get_constant(SNAME("thumb_size"), SNAME("Editor"));
regenerate_thumb_icons = !Math::is_equal_approx(prev_thumb_size, thumb_size);
}
if (keep_old_icons) {
for (int i = 0; i < editor_icons_count; i++) {
theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), p_theme->get_icon(editor_icons_names[i], SNAME("EditorIcons")));
}
} else {
editor_register_and_generate_icons(theme, dark_theme, thumb_size, false, icon_saturation);
editor_register_and_generate_icons(theme, dark_theme, icon_saturation, thumb_size, false);
}
// Thumbnail size has changed, so we regenerate the medium sizes
if (p_theme != nullptr && fabs((double)p_theme->get_constant(SNAME("thumb_size"), SNAME("Editor")) - thumb_size) > 0.00001) {
editor_register_and_generate_icons(p_theme, dark_theme, thumb_size, true);
if (regenerate_thumb_icons) {
editor_register_and_generate_icons(theme, dark_theme, icon_saturation, thumb_size, true);
}
// Register editor fonts.
editor_register_fonts(theme);
// Ensure borders are visible when using an editor scale below 100%.

View file

@ -39,13 +39,18 @@
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;
static HashMap<Color, Color> color_conversion_map;
// The names of the icons to never convert, even if one of their colors
// are contained in the color map from above.
static HashSet<StringName> color_conversion_exceptions;
public:
static void create();
static void add_color_pair(const String p_from_color, const String p_to_color);
static void add_conversion_color_pair(const String p_from_color, const String p_to_color);
static void add_conversion_exception(const StringName p_icon_name);
static HashMap<Color, Color> &get() { return editor_color_map; };
static HashMap<Color, Color> &get_color_conversion_map() { return color_conversion_map; };
static HashSet<StringName> &get_color_conversion_exceptions() { return color_conversion_exceptions; };
};
Ref<Theme> create_editor_theme(Ref<Theme> p_theme = nullptr);