diff options
-rw-r--r-- | editor/editor_themes.cpp | 16 | ||||
-rw-r--r-- | scene/resources/default_theme/default_theme.cpp | 4 |
2 files changed, 14 insertions, 6 deletions
diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp index 2ab15c1c2c..3e6b0ee07f 100644 --- a/editor/editor_themes.cpp +++ b/editor/editor_themes.cpp @@ -231,11 +231,11 @@ static Ref<StyleBoxLine> make_line_stylebox(Color p_color, int p_thickness = 1, return style; } -#ifdef MODULE_SVG_ENABLED // See also `generate_icon()` in `scene/resources/default_theme.cpp`. 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>()) { 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. @@ -246,13 +246,16 @@ static Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float 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); } -#endif 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) { -#ifdef MODULE_SVG_ENABLED // 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, @@ -379,9 +382,6 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme, f p_theme->set_icon(editor_icons_names[index], SNAME("EditorIcons"), icon); } } -#else - WARN_PRINT("SVG support disabled, editor icons won't be rendered."); -#endif } Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { @@ -618,6 +618,10 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { regenerate_thumb_icons = !Math::is_equal_approx(prev_thumb_size, thumb_size); } +#ifndef MODULE_SVG_ENABLED + WARN_PRINT("SVG support disabled, editor icons won't be rendered."); +#endif + if (keep_old_icons) { for (int i = 0; i < editor_icons_count; i++) { theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), p_theme->get_icon(editor_icons_names[i], SNAME("EditorIcons"))); diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp index cc606b5b88..2e1ba96d11 100644 --- a/scene/resources/default_theme/default_theme.cpp +++ b/scene/resources/default_theme/default_theme.cpp @@ -86,6 +86,10 @@ static Ref<ImageTexture> generate_icon(int p_index) { ImageLoaderSVG img_loader; Error err = img_loader.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."); +#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 * scale, 16 * scale, false, Image::FORMAT_RGBA8); #endif return ImageTexture::create_from_image(img); |