Use SVGTextures for editor and default theme icons.

This commit is contained in:
Pāvels Nadtočajevs
2025-04-15 09:35:38 +03:00
parent 9f5048fb36
commit 24bb0d5c4f
5 changed files with 26 additions and 57 deletions

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@ -4,7 +4,7 @@
A scalable [Texture2D] based on an SVG image.
</brief_description>
<description>
A scalable [Texture2D] based on an SVG image. [SVGTexture]s are automatically rescaled to match font oversampling.
A scalable [Texture2D] based on an SVG image. [SVGTexture]s are automatically re-rasterized to match font oversampling.
</description>
<tutorials>
</tutorials>
@ -29,10 +29,10 @@
</methods>
<members>
<member name="base_scale" type="float" setter="set_base_scale" getter="get_base_scale" default="1.0">
SVG texture scale.
SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values result in a larger image.
</member>
<member name="color_map" type="Dictionary" setter="set_color_map" getter="get_color_map" default="{}">
If sets, remaps SVG texture colors according to [Color]-[Color] map.
If set, remaps SVG texture colors according to [Color]-[Color] map.
</member>
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="saturation" type="float" setter="set_saturation" getter="get_saturation" default="1.0">

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@ -35,6 +35,7 @@
#include "editor/themes/editor_icons.gen.h"
#include "editor/themes/editor_scale.h"
#include "scene/resources/image_texture.h"
#include "scene/resources/svg_texture.h"
#include "modules/svg/image_loader_svg.h"
@ -47,20 +48,8 @@ void editor_configure_icons(bool p_dark_theme) {
}
// 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);
// 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);
}
return ImageTexture::create_from_image(img);
Ref<SVGTexture> editor_generate_icon(int p_index, float p_scale, float p_saturation, const Dictionary &p_convert_colors = Dictionary()) {
return SVGTexture::create_from_string(editor_icons_sources[p_index], p_scale, p_saturation, p_convert_colors);
}
float get_gizmo_handle_scale(const String &p_gizmo_handle_name, float p_gizmo_handle_scale) {
@ -94,8 +83,8 @@ void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p
// And then some icons are completely excluded from the conversion.
// Standard color conversion map.
HashMap<Color, Color> color_conversion_map_light;
HashMap<Color, Color> color_conversion_map_dark;
Dictionary color_conversion_map_light;
Dictionary color_conversion_map_dark;
// 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.
for (KeyValue<Color, Color> &E : EditorColorMap::get_color_conversion_map()) {
@ -112,7 +101,7 @@ void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p
color_conversion_map_light[Color::html("#5fff97")] = success_color;
color_conversion_map_light[Color::html("#ffdd65")] = warning_color;
HashMap<Color, Color> color_conversion_map = p_dark_theme ? color_conversion_map_dark : color_conversion_map_light;
Dictionary color_conversion_map = p_dark_theme ? color_conversion_map_dark : color_conversion_map_light;
// The names of the icons used in native menus.
HashSet<StringName> native_menu_icons;
@ -138,7 +127,7 @@ void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p
// 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;
Dictionary accent_color_map;
HashSet<StringName> accent_color_icons;
const Color accent_color = p_theme->get_color(SNAME("accent_color"), EditorStringName(Editor));
@ -164,14 +153,14 @@ void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p
saturation = 1.0;
}
Ref<ImageTexture> icon_dark = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation, color_conversion_map_dark);
Ref<ImageTexture> icon_light = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation, color_conversion_map_light);
Ref<SVGTexture> icon_dark = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation, color_conversion_map_dark);
Ref<SVGTexture> icon_light = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name, p_gizmo_handle_scale), saturation, color_conversion_map_light);
p_theme->set_icon(editor_icon_name + "Dark", EditorStringName(EditorIcons), icon_dark);
p_theme->set_icon(editor_icon_name + "Light", EditorStringName(EditorIcons), icon_light);
p_theme->set_icon(editor_icon_name, EditorStringName(EditorIcons), p_dark_theme ? icon_dark : icon_light);
} else {
Ref<ImageTexture> icon;
Ref<SVGTexture> icon;
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 {
@ -198,7 +187,7 @@ void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p
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;
Ref<SVGTexture> icon;
if (accent_color_icons.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
@ -221,7 +210,7 @@ void editor_register_icons(const Ref<Theme> &p_theme, bool p_dark_theme, float p
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;
Ref<SVGTexture> icon;
if (accent_color_icons.has(editor_icons_names[index])) {
icon = editor_generate_icon(index, scale, 1.0, accent_color_map);

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@ -44,6 +44,7 @@
#include "scene/resources/style_box_flat.h"
#include "scene/resources/style_box_line.h"
#include "scene/resources/style_box_texture.h"
#include "scene/resources/svg_texture.h"
#include "scene/resources/texture.h"
// Theme configuration.
@ -1724,7 +1725,7 @@ void EditorThemeManager::_populate_standard_styles(const Ref<EditorTheme> &p_the
p_theme->set_constant("port_h_offset", "GraphNode", 1);
p_theme->set_constant("separation", "GraphNode", 1 * EDSCALE);
Ref<ImageTexture> port_icon = p_theme->get_icon(SNAME("GuiGraphNodePort"), EditorStringName(EditorIcons));
Ref<SVGTexture> port_icon = p_theme->get_icon(SNAME("GuiGraphNodePort"), EditorStringName(EditorIcons));
// The true size is 24x24 This is necessary for sharp port icons at high zoom levels in GraphEdit (up to ~200%).
port_icon->set_size_override(Size2(12, 12));
p_theme->set_icon("port", "GraphNode", port_icon);

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@ -159,7 +159,7 @@ void SVGTexture::_remove_scale(double p_scale) {
RID SVGTexture::_ensure_scale(double p_scale) const {
if (Math::is_equal_approx(p_scale, 1.0)) {
if (!base_texture.is_valid()) {
if (base_texture.is_null()) {
base_texture = _load_at_scale(p_scale, true);
}
return base_texture;
@ -180,7 +180,8 @@ RID SVGTexture::_ensure_scale(double p_scale) const {
}
RID SVGTexture::_load_at_scale(double p_scale, bool p_set_size) const {
Ref<Image> img = memnew(Image);
Ref<Image> img;
img.instantiate();
#ifdef MODULE_SVG_ENABLED
const bool upsample = !Math::is_equal_approx(Math::round(p_scale * base_scale), p_scale * base_scale);
@ -300,7 +301,7 @@ void SVGTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const
}
bool SVGTexture::is_pixel_opaque(int p_x, int p_y) const {
if (!alpha_cache.is_valid()) {
if (alpha_cache.is_null()) {
Ref<Image> img = get_image();
if (img.is_valid()) {
alpha_cache.instantiate();
@ -318,8 +319,8 @@ bool SVGTexture::is_pixel_opaque(int p_x, int p_y) const {
int x = p_x * aw / size.x;
int y = p_y * ah / size.y;
x = CLAMP(x, 0, aw);
y = CLAMP(y, 0, ah);
x = CLAMP(x, 0, aw - 1);
y = CLAMP(y, 0, ah - 1);
return alpha_cache->get_bit(x, y);
}

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@ -38,16 +38,12 @@
#include "scene/resources/image_texture.h"
#include "scene/resources/style_box_flat.h"
#include "scene/resources/style_box_line.h"
#include "scene/resources/svg_texture.h"
#include "scene/resources/theme.h"
#include "scene/scene_string_names.h"
#include "scene/theme/theme_db.h"
#include "servers/text_server.h"
#include "modules/modules_enabled.gen.h" // For svg.
#ifdef MODULE_SVG_ENABLED
#include "modules/svg/image_loader_svg.h"
#endif
static const int default_font_size = 16;
static float scale = 1.0;
@ -80,26 +76,8 @@ static Ref<StyleBoxFlat> sb_expand(Ref<StyleBoxFlat> p_sbox, float p_left, float
}
// See also `editor_generate_icon()` in `editor/themes/editor_icons.cpp`.
static Ref<ImageTexture> generate_icon(int p_index) {
Ref<Image> img = memnew(Image);
#ifdef MODULE_SVG_ENABLED
// Upsample icon generation only if the scale isn't an integer multiplier.
// Generating upsampled icons is slower, and the benefit is hardly visible
// with integer scales.
const bool upsample = !Math::is_equal_approx(Math::round(scale), scale);
Error err = ImageLoaderSVG::create_image_from_string(img, default_theme_icons_sources[p_index], scale, upsample, HashMap<Color, Color>());
ERR_FAIL_COND_V_MSG(err != OK, Ref<ImageTexture>(), "Failed generating icon, unsupported or invalid SVG data in default theme.");
img->fix_alpha_edges();
#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(Math::round(16 * scale), Math::round(16 * scale), false, Image::FORMAT_RGBA8);
#endif
return ImageTexture::create_from_image(img);
static Ref<SVGTexture> generate_icon(int p_index) {
return SVGTexture::create_from_string(default_theme_icons_sources[p_index], scale);
}
static Ref<StyleBox> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {