godot/editor/uid_upgrade_tool.cpp
2025-03-12 10:56:28 -04:00

127 lines
5.8 KiB
C++

/**************************************************************************/
/* 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<String> &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<String> 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<String> 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<Resource> 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<String>());
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);
}