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-rw-r--r--extension/src/openvic-extension/utility/UITools.cpp416
1 files changed, 121 insertions, 295 deletions
diff --git a/extension/src/openvic-extension/utility/UITools.cpp b/extension/src/openvic-extension/utility/UITools.cpp
index 723fb24..4bd537d 100644
--- a/extension/src/openvic-extension/utility/UITools.cpp
+++ b/extension/src/openvic-extension/utility/UITools.cpp
@@ -1,23 +1,23 @@
#include "UITools.hpp"
-#include <godot_cpp/classes/button.hpp>
#include <godot_cpp/classes/color_rect.hpp>
#include <godot_cpp/classes/line_edit.hpp>
#include <godot_cpp/classes/panel.hpp>
#include <godot_cpp/classes/style_box_empty.hpp>
#include <godot_cpp/classes/style_box_texture.hpp>
-#include <godot_cpp/classes/texture_progress_bar.hpp>
-#include <godot_cpp/classes/texture_rect.hpp>
#include <godot_cpp/classes/theme.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
-#include "openvic-extension/classes/GFXButtonStateTexture.hpp"
-#include "openvic-extension/classes/GFXSpriteTexture.hpp"
-#include "openvic-extension/classes/GFXMaskedFlagTexture.hpp"
-#include "openvic-extension/classes/GFXPieChartTexture.hpp"
+#include "openvic-extension/classes/GUIButton.hpp"
+#include "openvic-extension/classes/GUIIcon.hpp"
+#include "openvic-extension/classes/GUIIconButton.hpp"
#include "openvic-extension/classes/GUILabel.hpp"
#include "openvic-extension/classes/GUIListBox.hpp"
+#include "openvic-extension/classes/GUIMaskedFlag.hpp"
+#include "openvic-extension/classes/GUIMaskedFlagButton.hpp"
#include "openvic-extension/classes/GUIOverlappingElementsBox.hpp"
+#include "openvic-extension/classes/GUIPieChart.hpp"
+#include "openvic-extension/classes/GUIProgressBar.hpp"
#include "openvic-extension/classes/GUIScrollbar.hpp"
#include "openvic-extension/singletons/AssetManager.hpp"
#include "openvic-extension/singletons/GameSingleton.hpp"
@@ -113,29 +113,6 @@ static bool new_control(T*& node, GUI::Element const& element, String const& nam
return ret;
}
-static bool add_theme_stylebox(
- Control* control, StringName const& theme_name, Ref<Texture2D> const& texture, Vector2 border = {}
-) {
- Ref<StyleBoxTexture> stylebox;
- stylebox.instantiate();
- ERR_FAIL_NULL_V(stylebox, false);
- stylebox->set_texture(texture);
-
- static const StringName changed_signal = "changed";
- static const StringName emit_changed_func = "emit_changed";
- texture->connect(changed_signal, Callable { *stylebox, emit_changed_func }, Object::CONNECT_PERSIST);
-
- if (border != Vector2 {}) {
- stylebox->set_texture_margin(SIDE_LEFT, border.x);
- stylebox->set_texture_margin(SIDE_RIGHT, border.x);
- stylebox->set_texture_margin(SIDE_TOP, border.y);
- stylebox->set_texture_margin(SIDE_BOTTOM, border.y);
- }
-
- control->add_theme_stylebox_override(theme_name, stylebox);
- return true;
-};
-
static bool generate_icon(generate_gui_args_t&& args) {
using namespace OpenVic::Utilities::literals;
@@ -146,154 +123,70 @@ static bool generate_icon(generate_gui_args_t&& args) {
/* Change to use sprite type to choose Godot node type! */
bool ret = true;
if (icon.get_sprite() != nullptr) {
- if (icon.get_sprite()->is_type<GFX::IconTextureSprite>()) {
- TextureRect* godot_texture_rect = nullptr;
- ret &= new_control(godot_texture_rect, icon, args.name);
- ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));
+ if (GFX::IconTextureSprite const* texture_sprite = icon.get_sprite()->cast_to<GFX::IconTextureSprite>()) {
+ GUIIcon* gui_icon = nullptr;
+ ret &= new_control(gui_icon, icon, args.name);
+ ERR_FAIL_NULL_V_MSG(
+ gui_icon, false, vformat("Failed to create GUIIcon for GUI icon %s", icon_name)
+ );
- godot_texture_rect->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
+ gui_icon->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
- GFX::IconTextureSprite const* texture_sprite = icon.get_sprite()->cast_to<GFX::IconTextureSprite>();
- Ref<GFXSpriteTexture> texture = GFXSpriteTexture::make_gfx_sprite_texture(texture_sprite, icon.get_frame());
- if (texture.is_valid()) {
- godot_texture_rect->set_texture(texture);
- } else {
- UtilityFunctions::push_error("Failed to make GFXSpriteTexture for GUI icon ", icon_name);
+ if (gui_icon->set_gfx_texture_sprite(texture_sprite, icon.get_frame()) != OK) {
+ UtilityFunctions::push_error("Error setting up GUIIcon for GUI icon ", icon_name);
ret = false;
}
const float scale = icon.get_scale();
- godot_texture_rect->set_scale({ scale, scale });
-
- args.result = godot_texture_rect;
- } else if (icon.get_sprite()->is_type<GFX::MaskedFlag>()) {
- TextureRect* godot_texture_rect = nullptr;
- ret &= new_control(godot_texture_rect, icon, args.name);
- ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));
-
- GFX::MaskedFlag const* masked_flag = icon.get_sprite()->cast_to<GFX::MaskedFlag>();
- Ref<GFXMaskedFlagTexture> texture = GFXMaskedFlagTexture::make_gfx_masked_flag_texture(masked_flag);
- if (texture.is_valid()) {
- godot_texture_rect->set_texture(texture);
- } else {
- UtilityFunctions::push_error("Failed to make GFXMaskedFlagTexture for GUI icon ", icon_name);
- ret = false;
- }
+ gui_icon->set_scale({ scale, scale });
- args.result = godot_texture_rect;
- } else if (icon.get_sprite()->is_type<GFX::ProgressBar>()) {
- TextureProgressBar* godot_progress_bar = nullptr;
- ret &= new_control(godot_progress_bar, icon, args.name);
+ args.result = gui_icon;
+ } else if (GFX::MaskedFlag const* masked_flag = icon.get_sprite()->cast_to<GFX::MaskedFlag>()) {
+ GUIMaskedFlag* gui_masked_flag = nullptr;
+ ret &= new_control(gui_masked_flag, icon, args.name);
ERR_FAIL_NULL_V_MSG(
- godot_progress_bar, false, vformat("Failed to create TextureProgressBar for GUI icon %s", icon_name)
+ gui_masked_flag, false, vformat("Failed to create GUIMaskedFlag for GUI icon %s", icon_name)
);
- static constexpr double MIN_VALUE = 0.0, MAX_VALUE = 1.0;
- static constexpr uint32_t STEPS = 100;
-
- godot_progress_bar->set_nine_patch_stretch(true);
- godot_progress_bar->set_step((MAX_VALUE - MIN_VALUE) / STEPS);
- godot_progress_bar->set_min(MIN_VALUE);
- godot_progress_bar->set_max(MAX_VALUE);
-
- GFX::ProgressBar const* progress_bar = icon.get_sprite()->cast_to<GFX::ProgressBar>();
-
- using enum AssetManager::LoadFlags;
-
- Ref<ImageTexture> back_texture;
- if (!progress_bar->get_back_texture_file().empty()) {
- const StringName back_texture_file = Utilities::std_to_godot_string(progress_bar->get_back_texture_file());
- back_texture = args.asset_manager.get_texture(back_texture_file, LOAD_FLAG_CACHE_TEXTURE | LOAD_FLAG_FLIP_Y);
- if (back_texture.is_null()) {
- UtilityFunctions::push_error(
- "Failed to load progress bar sprite back texture ", back_texture_file, " for GUI icon ", icon_name
- );
- ret = false;
- }
- }
- if (back_texture.is_null()) {
- const Color back_colour = Utilities::to_godot_color(progress_bar->get_back_colour());
- back_texture = Utilities::make_solid_colour_texture(
- back_colour, progress_bar->get_size().x, progress_bar->get_size().y
- );
- if (back_texture.is_null()) {
- UtilityFunctions::push_error(
- "Failed to generate progress bar sprite ", back_colour, " back texture for GUI icon ", icon_name
- );
- ret = false;
- }
- }
- if (back_texture.is_valid()) {
- godot_progress_bar->set_under_texture(back_texture);
- } else {
- UtilityFunctions::push_error(
- "Failed to create and set progress bar sprite back texture for GUI icon ", icon_name
- );
+ if (gui_masked_flag->set_gfx_masked_flag(masked_flag) != OK) {
+ UtilityFunctions::push_error("Error setting up GUIMaskedFlag for GUI icon ", icon_name);
ret = false;
}
- Ref<ImageTexture> progress_texture;
- if (!progress_bar->get_progress_texture_file().empty()) {
- const StringName progress_texture_file =
- Utilities::std_to_godot_string(progress_bar->get_progress_texture_file());
- progress_texture =
- args.asset_manager.get_texture(progress_texture_file, LOAD_FLAG_CACHE_TEXTURE | LOAD_FLAG_FLIP_Y);
- if (progress_texture.is_null()) {
- UtilityFunctions::push_error(
- "Failed to load progress bar sprite progress texture ", progress_texture_file, " for GUI icon ",
- icon_name
- );
- ret = false;
- }
- }
- if (progress_texture.is_null()) {
- const Color progress_colour = Utilities::to_godot_color(progress_bar->get_progress_colour());
- progress_texture = Utilities::make_solid_colour_texture(
- progress_colour, progress_bar->get_size().x, progress_bar->get_size().y
- );
- if (progress_texture.is_null()) {
- UtilityFunctions::push_error(
- "Failed to generate progress bar sprite ", progress_colour, " progress texture for GUI icon ",
- icon_name
- );
- ret = false;
- }
- }
- if (progress_texture.is_valid()) {
- godot_progress_bar->set_progress_texture(progress_texture);
- } else {
- UtilityFunctions::push_error(
- "Failed to create and set progress bar sprite progress texture for GUI icon ", icon_name
- );
+ args.result = gui_masked_flag;
+ } else if (GFX::ProgressBar const* progress_bar = icon.get_sprite()->cast_to<GFX::ProgressBar>()) {
+ GUIProgressBar* gui_progress_bar = nullptr;
+ ret &= new_control(gui_progress_bar, icon, args.name);
+ ERR_FAIL_NULL_V_MSG(
+ gui_progress_bar, false, vformat("Failed to create GUIProgressBar for GUI icon %s", icon_name)
+ );
+
+ if (gui_progress_bar->set_gfx_progress_bar(progress_bar) != OK) {
+ UtilityFunctions::push_error("Error setting up GUIProgressBar for GUI icon ", icon_name);
ret = false;
}
- // TODO - work out why progress bar is missing bottom border pixel (e.g. province building expansion bar)
- godot_progress_bar->set_custom_minimum_size(
- Utilities::to_godot_fvec2(static_cast<fvec2_t>(progress_bar->get_size()))
+ args.result = gui_progress_bar;
+ } else if (GFX::PieChart const* pie_chart = icon.get_sprite()->cast_to<GFX::PieChart>()) {
+ GUIPieChart* gui_pie_chart = nullptr;
+ ret &= new_control(gui_pie_chart, icon, args.name);
+ ERR_FAIL_NULL_V_MSG(
+ gui_pie_chart, false, vformat("Failed to create GUIPieChart for GUI icon %s", icon_name)
);
- args.result = godot_progress_bar;
- } else if (icon.get_sprite()->is_type<GFX::PieChart>()) {
- TextureRect* godot_texture_rect = nullptr;
- ret &= new_control(godot_texture_rect, icon, args.name);
- ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));
-
- GFX::PieChart const* pie_chart = icon.get_sprite()->cast_to<GFX::PieChart>();
- Ref<GFXPieChartTexture> texture = GFXPieChartTexture::make_gfx_pie_chart_texture(pie_chart);
- if (texture.is_valid()) {
- godot_texture_rect->set_texture(texture);
- // TODO - work out why this is needed
- Vector2 pos = godot_texture_rect->get_position();
- pos.x -= texture->get_width() / 2.0_real;
- godot_texture_rect->set_position(pos);
+ if (gui_pie_chart->set_gfx_pie_chart(pie_chart) == OK) {
+ // For some reason pie charts are defined by their top-centre position, so we need to subtract
+ // half the width from the x-coordinate to fix this and position the GUIPieChart correctly.
+ Vector2 pos = gui_pie_chart->get_position();
+ pos.x -= gui_pie_chart->get_gfx_pie_chart_texture()->get_width() / 2.0_real;
+ gui_pie_chart->set_position(pos);
} else {
- UtilityFunctions::push_error("Failed to make GFXPieChartTexture for GUI icon ", icon_name);
+ UtilityFunctions::push_error("Error setting up GUIPieChart for GUI icon ", icon_name);
ret = false;
}
- args.result = godot_texture_rect;
- } else if (icon.get_sprite()->is_type<GFX::LineChart>()) {
+ args.result = gui_pie_chart;
+ } else if (GFX::LineChart const* line_chart = icon.get_sprite()->cast_to<GFX::LineChart>()) {
// TODO - generate line chart
} else {
UtilityFunctions::push_error(
@@ -327,86 +220,53 @@ static bool generate_button(generate_gui_args_t&& args) {
// TODO - shortcut, clicksound, rotation (?)
const String button_name = Utilities::std_to_godot_string(button.get_name());
- Button* godot_button = nullptr;
- bool ret = new_control(godot_button, button, args.name);
- ERR_FAIL_NULL_V_MSG(godot_button, false, vformat("Failed to create Button for GUI button %s", button_name));
+ ERR_FAIL_NULL_V_MSG(button.get_sprite(), false, vformat("Null sprite for GUI button %s", button_name));
- godot_button->set_mouse_filter(Control::MOUSE_FILTER_PASS);
+ GUIButton* gui_button = nullptr;
+ bool ret = true;
- godot_button->set_text(Utilities::std_to_godot_string(button.get_text()));
+ if (GFX::IconTextureSprite const* texture_sprite = button.get_sprite()->cast_to<GFX::IconTextureSprite>()) {
+ GUIIconButton* gui_icon_button = nullptr;
+ ret &= new_control(gui_icon_button, button, args.name);
+ ERR_FAIL_NULL_V_MSG(gui_icon_button, false, vformat("Failed to create GUIIconButton for GUI button %s", button_name));
- if (button.get_sprite() != nullptr) {
- Ref<GFXButtonStateHavingTexture> texture;
- if (button.get_sprite()->is_type<GFX::IconTextureSprite>()) {
- GFX::IconTextureSprite const* texture_sprite = button.get_sprite()->cast_to<GFX::IconTextureSprite>();
- texture = GFXSpriteTexture::make_gfx_sprite_texture(texture_sprite);
- if (texture.is_null()) {
- UtilityFunctions::push_error("Failed to make GFXSpriteTexture for GUI button ", button_name);
- ret = false;
- }
- } else if (button.get_sprite()->is_type<GFX::MaskedFlag>()) {
- GFX::MaskedFlag const* masked_flag = button.get_sprite()->cast_to<GFX::MaskedFlag>();
- texture = GFXMaskedFlagTexture::make_gfx_masked_flag_texture(masked_flag);
- if (texture.is_null()) {
- UtilityFunctions::push_error("Failed to make GFXMaskedFlagTexture for GUI button ", button_name);
- ret = false;
- }
- } else {
- UtilityFunctions::push_error(
- "Invalid sprite type ", Utilities::std_to_godot_string(button.get_sprite()->get_type()),
- " for GUI button ", button_name
- );
+ if (gui_icon_button->set_gfx_texture_sprite(texture_sprite) != OK) {
+ UtilityFunctions::push_error("Error setting up GUIIconButton for GUI button ", button_name);
ret = false;
}
- if (texture.is_valid()) {
- godot_button->set_custom_minimum_size(texture->get_size());
-
- static const StringName normal_theme = "normal";
- ret &= add_theme_stylebox(godot_button, normal_theme, texture);
-
- using enum GFXButtonStateTexture::ButtonState;
- for (GFXButtonStateTexture::ButtonState button_state : { HOVER, PRESSED, DISABLED }) {
- Ref<GFXButtonStateTexture> button_state_texture = texture->get_button_state_texture(button_state);
- if (button_state_texture.is_valid()) {
- ret &= add_theme_stylebox(
- godot_button, button_state_texture->get_button_state_name(), button_state_texture
- );
- } else {
- UtilityFunctions::push_error(
- "Failed to make ", GFXButtonStateTexture::button_state_to_name(button_state),
- " GFXButtonStateTexture for GUI button ", button_name
- );
- ret = false;
- }
- }
+ gui_button = gui_icon_button;
+ } else if (GFX::MaskedFlag const* masked_flag = button.get_sprite()->cast_to<GFX::MaskedFlag>()) {
+ GUIMaskedFlagButton* gui_masked_flag_button = nullptr;
+ ret &= new_control(gui_masked_flag_button, button, args.name);
+ ERR_FAIL_NULL_V_MSG(
+ gui_masked_flag_button, false, vformat("Failed to create GUIMaskedFlagButton for GUI button %s", button_name)
+ );
+
+ if (gui_masked_flag_button->set_gfx_masked_flag(masked_flag) != OK) {
+ UtilityFunctions::push_error("Error setting up GUIMaskedFlagButton for GUI button ", button_name);
+ ret = false;
}
+
+ gui_button = gui_masked_flag_button;
} else {
- UtilityFunctions::push_error("Null sprite for GUI button ", button_name);
- ret = false;
+ ERR_FAIL_V_MSG(
+ false, vformat(
+ "Invalid sprite type %s for GUI button %s", Utilities::std_to_godot_string(button.get_sprite()->get_type()),
+ button_name
+ )
+ );
}
- if (button.get_font() != nullptr) {
- const StringName font_file = Utilities::std_to_godot_string(button.get_font()->get_fontname());
- const Ref<Font> font = args.asset_manager.get_font(font_file);
- if (font.is_valid()) {
- static const StringName font_theme = "font";
- godot_button->add_theme_font_override(font_theme, font);
- } else {
- UtilityFunctions::push_error("Failed to load font \"", font_file, "\" for GUI button ", button_name);
- ret = false;
- }
+ gui_button->set_mouse_filter(Control::MOUSE_FILTER_PASS);
- static const std::vector<StringName> button_font_themes {
- "font_color", "font_hover_color", "font_hover_pressed_color", "font_pressed_color", "font_disabled_color"
- };
- const Color colour = Utilities::to_godot_color(button.get_font()->get_colour());
- for (StringName const& theme_name : button_font_themes) {
- godot_button->add_theme_color_override(theme_name, colour);
- }
+ gui_button->set_text(Utilities::std_to_godot_string(button.get_text()));
+
+ if (button.get_font() != nullptr) {
+ ret &= gui_button->set_gfx_font(button.get_font()) == OK;
}
- args.result = godot_button;
+ args.result = gui_button;
return ret;
}
@@ -416,86 +276,37 @@ static bool generate_checkbox(generate_gui_args_t&& args) {
// TODO - shortcut
const String checkbox_name = Utilities::std_to_godot_string(checkbox.get_name());
- Button* godot_button = nullptr;
- bool ret = new_control(godot_button, checkbox, args.name);
- ERR_FAIL_NULL_V_MSG(godot_button, false, vformat("Failed to create Button for GUI checkbutton %s", checkbox_name));
-
- godot_button->set_text(Utilities::std_to_godot_string(checkbox.get_text()));
+ ERR_FAIL_NULL_V_MSG(checkbox.get_sprite(), false, vformat("Null sprite for GUI checkbox %s", checkbox_name));
- godot_button->set_toggle_mode(true);
+ GFX::IconTextureSprite const* texture_sprite = checkbox.get_sprite()->cast_to<GFX::IconTextureSprite>();
- if (checkbox.get_sprite() != nullptr) {
- GFX::IconTextureSprite const* texture_sprite = checkbox.get_sprite()->cast_to<GFX::IconTextureSprite>();
-
- if (texture_sprite != nullptr) {
- Ref<GFXSpriteTexture> texture = GFXSpriteTexture::make_gfx_sprite_texture(texture_sprite);
+ ERR_FAIL_NULL_V_MSG(
+ texture_sprite, false, vformat(
+ "Invalid sprite type %s for GUI checkbox %s", Utilities::std_to_godot_string(checkbox.get_sprite()->get_type()),
+ checkbox_name
+ )
+ );
- if (texture.is_valid()) {
- godot_button->set_custom_minimum_size(texture->get_size());
+ GUIIconButton* gui_icon_button = nullptr;
+ bool ret = new_control(gui_icon_button, checkbox, args.name);
+ ERR_FAIL_NULL_V_MSG(
+ gui_icon_button, false, vformat("Failed to create GUIIconButton for GUI checkbox %s", checkbox_name)
+ );
- if (texture->get_icon_count() > 1) {
- static const StringName toggled_signal = "toggled";
- static const StringName set_toggled_icon_func = "set_toggled_icon";
- godot_button->connect(
- toggled_signal, Callable { *texture, set_toggled_icon_func }, Object::CONNECT_PERSIST
- );
- }
+ gui_icon_button->set_toggle_mode(true);
- static const StringName normal_theme = "normal";
- ret &= add_theme_stylebox(godot_button, normal_theme, texture);
-
- using enum GFXButtonStateTexture::ButtonState;
- for (GFXButtonStateTexture::ButtonState button_state : { HOVER, PRESSED, DISABLED }) {
- Ref<GFXButtonStateTexture> button_state_texture = texture->get_button_state_texture(button_state);
- if (button_state_texture.is_valid()) {
- ret &= add_theme_stylebox(
- godot_button, button_state_texture->get_button_state_name(), button_state_texture
- );
- } else {
- UtilityFunctions::push_error(
- "Failed to make ", GFXButtonStateTexture::button_state_to_name(button_state),
- " GFXButtonStateTexture for GUI checkbox ", checkbox_name
- );
- ret = false;
- }
- }
- } else {
- UtilityFunctions::push_error("Failed to make GFXSpriteTexture for GUI checkbox ", checkbox_name);
- ret = false;
- }
- } else {
- UtilityFunctions::push_error(
- "Invalid sprite type ", Utilities::std_to_godot_string(checkbox.get_sprite()->get_type()),
- " for GUI checkbox ", checkbox_name
- );
- ret = false;
- }
- } else {
- UtilityFunctions::push_error("Null sprite for GUI checkbox ", checkbox_name);
+ if (gui_icon_button->set_gfx_texture_sprite(texture_sprite) != OK) {
+ UtilityFunctions::push_error("Error setting up GUIIconButton for GUI checkbox ", checkbox_name);
ret = false;
}
- if (checkbox.get_font() != nullptr) {
- const StringName font_file = Utilities::std_to_godot_string(checkbox.get_font()->get_fontname());
- const Ref<Font> font = args.asset_manager.get_font(font_file);
- if (font.is_valid()) {
- static const StringName font_theme = "font";
- godot_button->add_theme_font_override(font_theme, font);
- } else {
- UtilityFunctions::push_error("Failed to load font \"", font_file, "\" for GUI checkbox ", checkbox_name);
- ret = false;
- }
+ gui_icon_button->set_text(Utilities::std_to_godot_string(checkbox.get_text()));
- static const std::vector<StringName> checkbox_font_themes {
- "font_color", "font_hover_color", "font_hover_pressed_color", "font_pressed_color", "font_disabled_color"
- };
- const Color colour = Utilities::to_godot_color(checkbox.get_font()->get_colour());
- for (StringName const& theme_name : checkbox_font_themes) {
- godot_button->add_theme_color_override(theme_name, colour);
- }
+ if (checkbox.get_font() != nullptr) {
+ ret &= gui_icon_button->set_gfx_font(checkbox.get_font()) == OK;
}
- args.result = godot_button;
+ args.result = gui_icon_button;
return ret;
}
@@ -615,8 +426,14 @@ static bool generate_texteditbox(generate_gui_args_t&& args) {
Ref<ImageTexture> texture = args.asset_manager.get_texture(texture_file);
if (texture.is_valid()) {
- static const StringName normal_theme = "normal";
- ret &= add_theme_stylebox(godot_line_edit, normal_theme, texture, border_size);
+ Ref<StyleBoxTexture> stylebox = AssetManager::make_stylebox_texture(texture, border_size);
+ if (stylebox.is_valid()) {
+ static const StringName normal_theme = "normal";
+ godot_line_edit->add_theme_stylebox_override(normal_theme, stylebox);
+ } else {
+ UtilityFunctions::push_error("Failed to make StyleBoxTexture for GUI button ", text_edit_box_name);
+ ret = false;
+ }
} else {
UtilityFunctions::push_error(
"Failed to load texture \"", texture_file, "\" for text edit box \"", text_edit_box_name, "\""
@@ -673,7 +490,16 @@ static bool generate_window(generate_gui_args_t&& args) {
ERR_FAIL_NULL_V_MSG(godot_panel, false, vformat("Failed to create Panel for GUI window %s", window_name));
godot_panel->set_custom_minimum_size(Utilities::to_godot_fvec2(window.get_size()));
- godot_panel->set_self_modulate({ 1.0_real, 1.0_real, 1.0_real, 0.0_real });
+
+ Ref<StyleBoxEmpty> stylebox_empty;
+ stylebox_empty.instantiate();
+ if (stylebox_empty.is_valid()) {
+ static const StringName panel_theme = "panel";
+ godot_panel->add_theme_stylebox_override(panel_theme, stylebox_empty);
+ } else {
+ UtilityFunctions::push_error("Failed to create empty style box for background of GUI window ", window_name);
+ ret = false;
+ }
for (std::unique_ptr<GUI::Element> const& element : window.get_window_elements()) {
Control* node = nullptr;