virtualx-engine/editor/themes/editor_icons.cpp
Yuri Sizov 95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +01:00

252 lines
11 KiB
C++

/**************************************************************************/
/* 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 &gizmo_handle_name = "") {
const float scale_gizmo_handles_for_touch = EDITOR_GET("interface/touchscreen/scale_gizmo_handles");
if (scale_gizmo_handles_for_touch > 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(gizmo_handle_name)) {
return EDSCALE * scale_gizmo_handles_for_touch;
}
}
return EDSCALE;
}
void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p_icon_saturation, int p_thumb_size, bool p_only_thumbs) {
const String benchmark_key = vformat("Generate Icons (%s)", (p_only_thumbs ? "Only Thumbs" : "All"));
OS::get_singleton()->benchmark_begin_measure("EditorTheme", benchmark_key);
// 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.
if (!p_only_thumbs) {
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), 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), saturation);
} else {
icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name), 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);
}
}
OS::get_singleton()->benchmark_end_measure("EditorTheme", benchmark_key);
}
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();
}