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