Merge pull request #74551 from YuriSizov/theme-abyss-looks-back-at-you
Generate empty textures for theme icons if the SVG module is disabled
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bf6b6b18f3
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@ -231,11 +231,11 @@ static Ref<StyleBoxLine> make_line_stylebox(Color p_color, int p_thickness = 1,
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return style;
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}
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#ifdef MODULE_SVG_ENABLED
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// See also `generate_icon()` in `scene/resources/default_theme.cpp`.
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static Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float p_saturation, const HashMap<Color, Color> &p_convert_colors = HashMap<Color, Color>()) {
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Ref<Image> img = memnew(Image);
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#ifdef MODULE_SVG_ENABLED
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// Upsample icon generation only if the editor scale isn't an integer multiplier.
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// Generating upsampled icons is slower, and the benefit is hardly visible
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// with integer editor scales.
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@ -246,13 +246,16 @@ static Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float
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if (p_saturation != 1.0) {
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img->adjust_bcs(1.0, 1.0, p_saturation);
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}
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#else
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// If the SVG module is disabled, we can't really display the UI well, but at least we won't crash.
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// 16 pixels is used as it's the most common base size for Godot icons.
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img = Image::create_empty(16 * p_scale, 16 * p_scale, false, Image::FORMAT_RGBA8);
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#endif
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return ImageTexture::create_from_image(img);
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}
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#endif
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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) {
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#ifdef MODULE_SVG_ENABLED
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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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@ -379,9 +382,6 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme, f
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p_theme->set_icon(editor_icons_names[index], SNAME("EditorIcons"), icon);
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}
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}
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#else
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WARN_PRINT("SVG support disabled, editor icons won't be rendered.");
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#endif
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}
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Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
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@ -618,6 +618,10 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
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regenerate_thumb_icons = !Math::is_equal_approx(prev_thumb_size, thumb_size);
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}
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#ifndef MODULE_SVG_ENABLED
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WARN_PRINT("SVG support disabled, editor icons won't be rendered.");
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#endif
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if (keep_old_icons) {
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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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@ -86,6 +86,10 @@ static Ref<ImageTexture> generate_icon(int p_index) {
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ImageLoaderSVG img_loader;
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Error err = img_loader.create_image_from_string(img, default_theme_icons_sources[p_index], scale, upsample, HashMap<Color, Color>());
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ERR_FAIL_COND_V_MSG(err != OK, Ref<ImageTexture>(), "Failed generating icon, unsupported or invalid SVG data in default theme.");
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#else
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// If the SVG module is disabled, we can't really display the UI well, but at least we won't crash.
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// 16 pixels is used as it's the most common base size for Godot icons.
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img = Image::create_empty(16 * scale, 16 * scale, false, Image::FORMAT_RGBA8);
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#endif
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return ImageTexture::create_from_image(img);
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