/**************************************************************************/ /* uid_upgrade_tool.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "uid_upgrade_tool.h" #include "editor/editor_file_system.h" #include "editor/editor_log.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/gui/editor_scene_tabs.h" #include "editor/gui/editor_toaster.h" #include "editor/themes/editor_scale.h" #include "servers/rendering_server.h" void UIDUpgradeTool::_add_files(EditorFileSystemDirectory *p_dir, Vector &r_resave_paths) { for (int i = 0; i < p_dir->get_subdir_count(); i++) { _add_files(p_dir->get_subdir(i), r_resave_paths); } for (int i = 0; i < p_dir->get_file_count(); i++) { if (p_dir->get_file_type(i) == "PackedScene" || p_dir->get_file_type(i) == "Resource") { r_resave_paths.append(p_dir->get_file_path(i)); } } } void UIDUpgradeTool::prepare_upgrade() { EditorSettings::get_singleton()->set_project_metadata(META_UID_UPGRADE_TOOL, META_RUN_ON_RESTART, true); Vector resave_paths; _add_files(EditorFileSystem::get_singleton()->get_filesystem(), resave_paths); EditorSettings::get_singleton()->set_project_metadata(META_UID_UPGRADE_TOOL, META_RESAVE_PATHS, resave_paths); // Delay to avoid deadlocks, since this dialog can be triggered by loading a scene. callable_mp(EditorNode::get_singleton(), &EditorNode::restart_editor).call_deferred(false); } void UIDUpgradeTool::begin_upgrade() { EditorSettings::get_singleton()->set_project_metadata(META_UID_UPGRADE_TOOL, META_RUN_ON_RESTART, false); } void UIDUpgradeTool::finish_upgrade() { EditorNode::get_singleton()->trigger_menu_option(EditorSceneTabs::SCENE_CLOSE_ALL, true); Vector resave_paths = EditorSettings::get_singleton()->get_project_metadata(META_UID_UPGRADE_TOOL, META_RESAVE_PATHS, Variant()); EditorProgress ep("uid_upgrade_resave", TTR("Updating Script UIDs"), resave_paths.size()); int step = 0; for (const String &file_path : resave_paths) { Ref res = ResourceLoader::load(file_path, "", ResourceFormatLoader::CACHE_MODE_REPLACE); ep.step(TTR("Attempting to re-save ") + file_path, step++); if (res.is_valid()) { ResourceSaver::save(res); } } EditorSettings::get_singleton()->set_project_metadata(META_UID_UPGRADE_TOOL, META_RESAVE_PATHS, Vector()); emit_signal(SNAME(UPGRADE_FINISHED)); } void UIDUpgradeTool::_bind_methods() { ADD_SIGNAL(MethodInfo(UPGRADE_FINISHED)); } UIDUpgradeTool::UIDUpgradeTool() { singleton = this; } UIDUpgradeTool::~UIDUpgradeTool() { singleton = nullptr; } void UIDUpgradeDialog::popup_on_demand() { const String confirmation_message = TTR("As of Godot 4.4, scenes and resources use UIDs to reference scripts and shaders. Upgrades apply on the next save of each scene/resource.\n\nTo save time, this tool can open and save each of these files. Depending on the project size, it may take several minutes."); set_text(confirmation_message); get_ok_button()->set_text("Restart & Upgrade"); popup_centered(Size2(750 * EDSCALE, 0)); } void UIDUpgradeDialog::_on_custom_action(const String &p_action) { if (p_action == UID_UPGRADE_LEARN_MORE) { OS::get_singleton()->shell_open("https://godotengine.org/article/uid-changes-coming-to-godot-4-4/"); } } void UIDUpgradeDialog::_notification(int p_what) { switch (p_what) { case NOTIFICATION_READY: connect(SceneStringName(confirmed), callable_mp(UIDUpgradeTool::get_singleton(), &UIDUpgradeTool::prepare_upgrade)); connect(SNAME("custom_action"), callable_mp(this, &UIDUpgradeDialog::_on_custom_action)); break; } } UIDUpgradeDialog::UIDUpgradeDialog() { set_title(TTR("Re-save all scenes and resources to use UIDs")); set_autowrap(true); get_label()->set_custom_minimum_size(Size2(750 * EDSCALE, 0)); learn_more_button = add_button(TTR("Learn More"), true, UID_UPGRADE_LEARN_MORE); }