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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/themes/editor_icons.cpp
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/**************************************************************************/
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/* editor_icons.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "editor_icons.h"
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#include "editor/editor_string_names.h"
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#include "editor/themes/editor_color_map.h"
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#include "editor/themes/editor_icons.gen.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/resources/dpi_texture.h"
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#include "scene/resources/image_texture.h"
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#include "modules/svg/image_loader_svg.h"
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void editor_configure_icons(bool p_dark_icon_and_font) {
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if (p_dark_icon_and_font) {
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ImageLoaderSVG::set_forced_color_map(HashMap<Color, Color>());
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} else {
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ImageLoaderSVG::set_forced_color_map(EditorColorMap::get_color_conversion_map());
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}
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}
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// See also `generate_icon()` in `scene/theme/default_theme.cpp`.
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Ref<DPITexture> editor_generate_icon(int p_index, float p_scale, float p_saturation, const Dictionary &p_convert_colors = Dictionary()) {
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return DPITexture::create_from_string(editor_icons_sources[p_index], p_scale, p_saturation, p_convert_colors);
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}
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float get_gizmo_handle_scale(const String &p_gizmo_handle_name, float p_gizmo_handle_scale) {
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if (p_gizmo_handle_scale > 1.0f) {
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// The names of the icons that require additional scaling.
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static HashSet<StringName> gizmo_to_scale;
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if (gizmo_to_scale.is_empty()) {
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gizmo_to_scale.insert("EditorHandle");
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gizmo_to_scale.insert("EditorHandleAdd");
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gizmo_to_scale.insert("EditorHandleDisabled");
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gizmo_to_scale.insert("EditorCurveHandle");
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gizmo_to_scale.insert("EditorPathSharpHandle");
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gizmo_to_scale.insert("EditorPathSmoothHandle");
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gizmo_to_scale.insert("EditorControlAnchor");
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}
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if (gizmo_to_scale.has(p_gizmo_handle_name)) {
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return EDSCALE * p_gizmo_handle_scale;
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}
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}
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return EDSCALE;
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}
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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) {
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// Before we register the icons, we adjust their colors and saturation.
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// Most icons follow the standard rules for color conversion to follow the editor
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// theme's polarity (dark/light). We also adjust the saturation for most icons,
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// following the editor setting.
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// Some icons are excluded from this conversion, and instead use the configured
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// accent color to replace their innate accent color to match the editor theme.
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// And then some icons are completely excluded from the conversion.
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// Standard color conversion map.
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Dictionary color_conversion_map_light;
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Dictionary color_conversion_map_dark;
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// Icons by default are set up for the dark theme, so if the theme is light,
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// we apply the dark-to-light color conversion map.
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for (KeyValue<Color, Color> &E : EditorColorMap::get_color_conversion_map()) {
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color_conversion_map_light[E.key] = E.value;
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}
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// These colors should be converted even if we are using a dark theme.
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const Color error_color = p_theme->get_color(SNAME("error_color"), EditorStringName(Editor));
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const Color success_color = p_theme->get_color(SNAME("success_color"), EditorStringName(Editor));
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const Color warning_color = p_theme->get_color(SNAME("warning_color"), EditorStringName(Editor));
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color_conversion_map_dark[Color::html("#ff5f5f")] = error_color;
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color_conversion_map_dark[Color::html("#5fff97")] = success_color;
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color_conversion_map_dark[Color::html("#ffdd65")] = warning_color;
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color_conversion_map_light[Color::html("#ff5f5f")] = error_color;
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color_conversion_map_light[Color::html("#5fff97")] = success_color;
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color_conversion_map_light[Color::html("#ffdd65")] = warning_color;
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Dictionary color_conversion_map = p_dark_theme ? color_conversion_map_dark : color_conversion_map_light;
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// The names of the icons to exclude from the standard color conversion.
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HashSet<StringName> conversion_exceptions = EditorColorMap::get_color_conversion_exceptions();
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// The names of the icons to exclude when adjusting for saturation.
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HashSet<StringName> saturation_exceptions;
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saturation_exceptions.insert("DefaultProjectIcon");
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saturation_exceptions.insert("Godot");
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saturation_exceptions.insert("Logo");
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// Accent color conversion map.
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// It is used on some icons (checkbox, radio, toggle, etc.), regardless of the dark
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// or light mode.
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Dictionary accent_color_map;
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HashSet<StringName> accent_color_icons;
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const Color accent_color = p_theme->get_color(SNAME("accent_color"), EditorStringName(Editor));
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accent_color_map[Color::html("699ce8")] = accent_color;
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if (accent_color.get_luminance() > 0.75) {
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accent_color_map[Color::html("ffffff")] = Color(0.2, 0.2, 0.2);
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}
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accent_color_icons.insert("GuiChecked");
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accent_color_icons.insert("GuiRadioChecked");
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accent_color_icons.insert("GuiIndeterminate");
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accent_color_icons.insert("GuiToggleOn");
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accent_color_icons.insert("GuiToggleOnMirrored");
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accent_color_icons.insert("PlayOverlay");
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// Generate icons.
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{
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for (int i = 0; i < editor_icons_count; i++) {
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const String &editor_icon_name = editor_icons_names[i];
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Ref<DPITexture> icon;
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if (accent_color_icons.has(editor_icon_name)) {
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icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), 1.0, accent_color_map);
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} else {
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float saturation = p_icon_saturation;
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if (saturation_exceptions.has(editor_icon_name)) {
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saturation = 1.0;
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}
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if (conversion_exceptions.has(editor_icon_name)) {
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icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation);
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} else {
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icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation, color_conversion_map);
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}
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}
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p_theme->set_icon(editor_icon_name, EditorStringName(EditorIcons), icon);
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}
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}
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// Generate thumbnail icons with the given thumbnail size.
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// See editor\icons\editor_icons_builders.py for the code that determines which icons are thumbnails.
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if (p_thumb_size >= 64) {
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const float scale = (float)p_thumb_size / 64.0 * EDSCALE;
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for (int i = 0; i < editor_bg_thumbs_count; i++) {
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const int index = editor_bg_thumbs_indices[i];
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Ref<DPITexture> icon;
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if (accent_color_icons.has(editor_icons_names[index])) {
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icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
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} else {
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float saturation = p_icon_saturation;
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if (saturation_exceptions.has(editor_icons_names[index])) {
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saturation = 1.0;
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}
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if (conversion_exceptions.has(editor_icons_names[index])) {
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icon = editor_generate_icon(index, scale, saturation);
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} else {
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icon = editor_generate_icon(index, scale, saturation, color_conversion_map);
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}
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}
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p_theme->set_icon(editor_icons_names[index], EditorStringName(EditorIcons), icon);
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}
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} else {
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const float scale = (float)p_thumb_size / 32.0 * EDSCALE;
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for (int i = 0; i < editor_md_thumbs_count; i++) {
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const int index = editor_md_thumbs_indices[i];
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Ref<DPITexture> icon;
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if (accent_color_icons.has(editor_icons_names[index])) {
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icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
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} else {
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float saturation = p_icon_saturation;
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if (saturation_exceptions.has(editor_icons_names[index])) {
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saturation = 1.0;
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}
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if (conversion_exceptions.has(editor_icons_names[index])) {
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icon = editor_generate_icon(index, scale, saturation);
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} else {
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icon = editor_generate_icon(index, scale, saturation, color_conversion_map);
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}
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}
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p_theme->set_icon(editor_icons_names[index], EditorStringName(EditorIcons), icon);
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}
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}
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}
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void editor_copy_icons(const Ref<Theme> &p_theme, const Ref<Theme> &p_old_theme) {
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for (int i = 0; i < editor_icons_count; i++) {
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p_theme->set_icon(editor_icons_names[i], EditorStringName(EditorIcons), p_old_theme->get_icon(editor_icons_names[i], EditorStringName(EditorIcons)));
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}
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}
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// Returns the SVG code for the default project icon.
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String get_default_project_icon() {
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// FIXME: This icon can probably be predefined in editor_icons.gen.h so we don't have to look up.
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for (int i = 0; i < editor_icons_count; i++) {
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if (strcmp(editor_icons_names[i], "DefaultProjectIcon") == 0) {
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return String(editor_icons_sources[i]);
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}
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}
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return String();
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}
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