Use accent color for some editor icons
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9162f27836
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@ -288,9 +288,31 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
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dark_icon_color_dictionary[Color::html("#5fff97")] = success_color;
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dark_icon_color_dictionary[Color::html("#5fff97")] = success_color;
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dark_icon_color_dictionary[Color::html("#ffdd65")] = warning_color;
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dark_icon_color_dictionary[Color::html("#ffdd65")] = warning_color;
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// Use the accent color for some icons (checkbox, radio, toggle, etc.).
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Dictionary accent_color_icon_color_dictionary;
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Set<StringName> accent_color_icons;
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const Color accent_color = p_theme->get_color(SNAME("accent_color"), SNAME("Editor"));
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accent_color_icon_color_dictionary[Color::html("699ce8")] = accent_color;
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if (accent_color.get_luminance() > 0.75) {
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accent_color_icon_color_dictionary[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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// Generate icons.
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if (!p_only_thumbs) {
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if (!p_only_thumbs) {
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for (int i = 0; i < editor_icons_count; i++) {
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for (int i = 0; i < editor_icons_count; i++) {
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Ref<ImageTexture> icon;
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if (accent_color_icons.has(editor_icons_names[i])) {
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icon = editor_generate_icon(i, true, EDSCALE, 1.0, accent_color_icon_color_dictionary);
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} else {
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float saturation = p_icon_saturation;
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float saturation = p_icon_saturation;
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if (strcmp(editor_icons_names[i], "DefaultProjectIcon") == 0 || strcmp(editor_icons_names[i], "Godot") == 0 || strcmp(editor_icons_names[i], "Logo") == 0) {
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if (strcmp(editor_icons_names[i], "DefaultProjectIcon") == 0 || strcmp(editor_icons_names[i], "Godot") == 0 || strcmp(editor_icons_names[i], "Logo") == 0) {
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@ -298,7 +320,8 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme =
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}
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}
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const int is_exception = exceptions.has(editor_icons_names[i]);
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const int is_exception = exceptions.has(editor_icons_names[i]);
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const Ref<ImageTexture> icon = editor_generate_icon(i, !is_exception, EDSCALE, saturation, dark_icon_color_dictionary);
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icon = editor_generate_icon(i, !is_exception, EDSCALE, saturation, dark_icon_color_dictionary);
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}
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p_theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), icon);
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p_theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), icon);
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}
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}
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@ -514,8 +537,8 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
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// Register icons + font
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// Register icons + font
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// The resolution and the icon color (dark_theme bool) has not changed, so we do not regenerate the icons.
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// The editor scale, icon color (dark_theme bool), icon saturation, and accent color has not changed, so we do not regenerate the icons.
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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) {
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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) {
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// Register already generated icons.
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// Register already generated icons.
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for (int i = 0; i < editor_icons_count; i++) {
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for (int i = 0; i < editor_icons_count; i++) {
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theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), p_theme->get_icon(editor_icons_names[i], SNAME("EditorIcons")));
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theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), p_theme->get_icon(editor_icons_names[i], SNAME("EditorIcons")));
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