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#include "UITools.hpp"
#include <godot_cpp/classes/button.hpp>
#include <godot_cpp/classes/check_box.hpp>
#include <godot_cpp/classes/color_rect.hpp>
#include <godot_cpp/classes/label.hpp>
#include <godot_cpp/classes/panel.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/GFXIconTexture.hpp"
#include "openvic-extension/classes/GFXMaskedFlagTexture.hpp"
#include "openvic-extension/classes/GFXPieChartTexture.hpp"
#include "openvic-extension/classes/GUIOverlappingElementsBox.hpp"
#include "openvic-extension/singletons/AssetManager.hpp"
#include "openvic-extension/singletons/GameSingleton.hpp"
#include "openvic-extension/utility/Utilities.hpp"
using namespace godot;
using namespace OpenVic;
using OpenVic::Utilities::godot_to_std_string;
using OpenVic::Utilities::std_view_to_godot_string;
using OpenVic::Utilities::std_view_to_godot_string_name;
GFX::Sprite const* UITools::get_gfx_sprite(godot::String const& gfx_sprite) {
GameSingleton* game_singleton = GameSingleton::get_singleton();
ERR_FAIL_NULL_V(game_singleton, nullptr);
GFX::Sprite const* sprite = game_singleton->get_game_manager().get_ui_manager().get_sprite_by_identifier(
godot_to_std_string(gfx_sprite)
);
ERR_FAIL_NULL_V_MSG(sprite, nullptr, vformat("GFX sprite not found: %s", gfx_sprite));
return sprite;
}
GUI::Element const* UITools::get_gui_element(godot::String const& gui_file, godot::String const& gui_element) {
GameSingleton const* game_singleton = GameSingleton::get_singleton();
ERR_FAIL_NULL_V(game_singleton, nullptr);
GUI::Scene const* scene =
game_singleton->get_game_manager().get_ui_manager().get_scene_by_identifier(godot_to_std_string(gui_file));
ERR_FAIL_NULL_V_MSG(scene, nullptr, vformat("Failed to find GUI file %s", gui_file));
GUI::Element const* element = scene->get_scene_element_by_identifier(godot_to_std_string(gui_element));
ERR_FAIL_NULL_V_MSG(element, nullptr, vformat("Failed to find GUI element %s in GUI file %s", gui_element, gui_file));
return element;
}
/* GUI::Element tree -> godot::Control tree conversion code below: */
namespace OpenVic {
struct generate_gui_args_t {
GUI::Element const& element;
godot::String const& name;
AssetManager& asset_manager;
godot::Control*& result;
constexpr generate_gui_args_t(
GUI::Element const& new_element, godot::String const& new_name, AssetManager& new_asset_manager,
godot::Control*& new_result
) : element { new_element }, name { new_name }, asset_manager { new_asset_manager }, result { new_result } {}
};
}
template<std::derived_from<Control> T>
static T* new_control(GUI::Element const& element, String const& name) {
T* node = memnew(T);
ERR_FAIL_NULL_V(node, nullptr);
using enum GUI::Element::orientation_t;
using enum Control::LayoutPreset;
static const ordered_map<GUI::Element::orientation_t, Control::LayoutPreset> orientation_map {
{ UPPER_LEFT, PRESET_TOP_LEFT }, { LOWER_LEFT, PRESET_BOTTOM_LEFT },
{ LOWER_RIGHT, PRESET_BOTTOM_RIGHT }, { UPPER_RIGHT, PRESET_TOP_RIGHT },
{ CENTER, PRESET_CENTER }
};
if (name.is_empty()) {
node->set_name(std_view_to_godot_string(element.get_name()));
} else {
node->set_name(name);
}
const decltype(orientation_map)::const_iterator it = orientation_map.find(element.get_orientation());
if (it != orientation_map.end()) {
node->set_anchors_and_offsets_preset(it->second);
} else {
UtilityFunctions::push_error("Invalid orientation for GUI element ", std_view_to_godot_string(element.get_name()));
}
node->set_position(Utilities::to_godot_fvec2(element.get_position()));
node->set_h_size_flags(Control::SizeFlags::SIZE_SHRINK_BEGIN);
node->set_v_size_flags(Control::SizeFlags::SIZE_SHRINK_BEGIN);
node->set_focus_mode(Control::FOCUS_NONE);
return node;
}
static bool generate_icon(generate_gui_args_t&& args) {
GUI::Icon const& icon = static_cast<GUI::Icon const&>(args.element);
const String icon_name = std_view_to_godot_string(icon.get_name());
/* 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::TextureSprite>()) {
TextureRect* godot_texture_rect = new_control<TextureRect>(icon, args.name);
ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));
GFX::TextureSprite const* texture_sprite = icon.get_sprite()->cast_to<GFX::TextureSprite>();
Ref<GFXIconTexture> texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite, icon.get_frame());
if (texture.is_valid()) {
godot_texture_rect->set_texture(texture);
} else {
UtilityFunctions::push_error("Failed to make GFXIconTexture for GUI icon ", icon_name);
ret = false;
}
args.result = godot_texture_rect;
} else if (icon.get_sprite()->is_type<GFX::MaskedFlag>()) {
TextureRect* godot_texture_rect = new_control<TextureRect>(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;
}
args.result = godot_texture_rect;
} else if (icon.get_sprite()->is_type<GFX::ProgressBar>()) {
TextureProgressBar* godot_progress_bar = new_control<TextureProgressBar>(icon, args.name);
ERR_FAIL_NULL_V_MSG(
godot_progress_bar, false, vformat("Failed to create TextureProgressBar for GUI icon %s", icon_name)
);
GFX::ProgressBar const* progress_bar = icon.get_sprite()->cast_to<GFX::ProgressBar>();
Ref<ImageTexture> back_texture;
if (!progress_bar->get_back_texture_file().empty()) {
const StringName back_texture_file = std_view_to_godot_string_name(progress_bar->get_back_texture_file());
back_texture = args.asset_manager.get_texture(back_texture_file);
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
);
ret = false;
}
Ref<ImageTexture> progress_texture;
if (!progress_bar->get_progress_texture_file().empty()) {
const StringName progress_texture_file = std_view_to_godot_string_name(progress_bar->get_progress_texture_file());
progress_texture = args.asset_manager.get_texture(progress_texture_file);
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
);
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 = godot_progress_bar;
} else if (icon.get_sprite()->is_type<GFX::PieChart>()) {
TextureRect* godot_texture_rect = new_control<TextureRect>(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;
godot_texture_rect->set_position(pos);
} else {
UtilityFunctions::push_error("Failed to make GFXPieChartTexture for GUI icon ", icon_name);
ret = false;
}
args.result = godot_texture_rect;
} else if (icon.get_sprite()->is_type<GFX::LineChart>()) {
} else {
UtilityFunctions::push_error("Invalid sprite type ", std_view_to_godot_string(icon.get_sprite()->get_type()),
" for GUI icon ", icon_name);
ret = false;
}
} else {
UtilityFunctions::push_error("Null sprite for GUI icon ", icon_name);
ret = false;
}
return ret;
}
static bool generate_button(generate_gui_args_t&& args) {
GUI::Button const& button = static_cast<GUI::Button const&>(args.element);
// TODO - shortcut, sprite, text
const String button_name = std_view_to_godot_string(button.get_name());
Button* godot_button = new_control<Button>(button, args.name);
ERR_FAIL_NULL_V_MSG(godot_button, false, vformat("Failed to create Button for GUI button %s", button_name));
godot_button->set_mouse_filter(Control::MOUSE_FILTER_PASS);
if (!button.get_text().empty()) {
godot_button->set_text(std_view_to_godot_string(button.get_text()));
}
bool ret = true;
using enum GFXButtonStateTexture::ButtonState;
static constexpr std::array<GFXButtonStateTexture::ButtonState, 3> button_states { HOVER, PRESSED, DISABLED };
std::vector<Ref<GFXButtonStateTexture>> button_state_textures;
for (GFXButtonStateTexture::ButtonState button_state : button_states) {
Ref<GFXButtonStateTexture> button_state_texture = GFXButtonStateTexture::make_gfx_button_state_texture(button_state);
if (button_state_texture.is_valid()) {
button_state_textures.push_back(button_state_texture);
} else {
UtilityFunctions::push_error(
"Failed to make ", GFXButtonStateTexture::button_state_to_theme_name(button_state),
" GFXButtonStateTexture for GUI button ", button_name
);
ret = false;
}
}
if (button.get_sprite() != nullptr) {
Ref<Texture2D> texture;
if (button.get_sprite()->is_type<GFX::TextureSprite>()) {
GFX::TextureSprite const* texture_sprite = button.get_sprite()->cast_to<GFX::TextureSprite>();
texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite, 0, button_state_textures);
if (texture.is_null()) {
UtilityFunctions::push_error("Failed to make GFXIconTexture 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, button_state_textures);
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 ", std_view_to_godot_string(button.get_sprite()->get_type()),
" for GUI button ", button_name);
ret = false;
}
if (texture.is_valid()) {
godot_button->set_custom_minimum_size(texture->get_size());
const auto add_stylebox = [godot_button, &button_name](StringName const& theme_name, Ref<Texture2D> const& texture) -> bool {
Ref<StyleBoxTexture> stylebox;
stylebox.instantiate();
ERR_FAIL_NULL_V(stylebox, false);
stylebox->set_texture(texture);
godot_button->add_theme_stylebox_override(theme_name, stylebox);
return true;
};
static const StringName theme_name_normal = "normal";
ret &= add_stylebox(theme_name_normal, texture);
for (Ref<GFXButtonStateTexture> const& button_state_texture : button_state_textures) {
ret &= add_stylebox(button_state_texture->get_button_state_theme(), button_state_texture);
}
}
} else {
UtilityFunctions::push_error("Null sprite for GUI button ", button_name);
ret = false;
}
if (button.get_font() != nullptr) {
const StringName font_file = std_view_to_godot_string_name(button.get_font()->get_fontname());
const Ref<Font> font = args.asset_manager.get_font(font_file);
if (font.is_valid()) {
godot_button->add_theme_font_override("font", font);
} else {
UtilityFunctions::push_error("Failed to load font for GUI button ", button_name);
ret = false;
}
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);
}
}
args.result = godot_button;
return ret;
}
static bool generate_checkbox(generate_gui_args_t&& args) {
GUI::Checkbox const& checkbox = static_cast<GUI::Checkbox const&>(args.element);
// TODO - shortcut, sprite, text
const String checkbox_name = std_view_to_godot_string(checkbox.get_name());
CheckBox* godot_checkbox = new_control<CheckBox>(checkbox, args.name);
ERR_FAIL_NULL_V_MSG(godot_checkbox, false, vformat("Failed to create CheckBox for GUI checkbox %s", checkbox_name));
bool ret = true;
if (checkbox.get_sprite() != nullptr) {
GFX::TextureSprite const* texture_sprite = checkbox.get_sprite()->cast_to<GFX::TextureSprite>();
if (texture_sprite != nullptr) {
Ref<GFXIconTexture> icon_texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite, 1);
if (icon_texture.is_valid()) {
godot_checkbox->set_custom_minimum_size(icon_texture->get_size());
godot_checkbox->add_theme_icon_override("unchecked", icon_texture);
} else {
UtilityFunctions::push_error("Failed to make unchecked GFXIconTexture for GUI checkbox ", checkbox_name);
ret = false;
}
icon_texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite, 2);
if (icon_texture.is_valid()) {
godot_checkbox->add_theme_icon_override("checked", icon_texture);
} else {
UtilityFunctions::push_error("Failed to make checked GFXIconTexture for GUI checkbox ", checkbox_name);
ret = false;
}
} else {
UtilityFunctions::push_error(
"Invalid sprite type ", std_view_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);
ret = false;
}
args.result = godot_checkbox;
return ret;
}
static bool generate_text(generate_gui_args_t&& args) {
GUI::Text const& text = static_cast<GUI::Text const&>(args.element);
const String text_name = std_view_to_godot_string(text.get_name());
Label* godot_label = new_control<Label>(text, args.name);
ERR_FAIL_NULL_V_MSG(godot_label, false, vformat("Failed to create Label for GUI text %s", text_name));
godot_label->set_text(std_view_to_godot_string(text.get_text()));
godot_label->set_custom_minimum_size(Utilities::to_godot_fvec2(text.get_max_size()));
using enum GUI::AlignedElement::format_t;
static const ordered_map<GUI::AlignedElement::format_t, HorizontalAlignment> format_map {
{ left, HORIZONTAL_ALIGNMENT_LEFT },
{ centre, HORIZONTAL_ALIGNMENT_CENTER },
{ right, HORIZONTAL_ALIGNMENT_RIGHT }
};
const decltype(format_map)::const_iterator it = format_map.find(text.get_format());
if (it != format_map.end()) {
godot_label->set_horizontal_alignment(it->second);
} else {
UtilityFunctions::push_error("Invalid text format (horizontal alignment) for GUI text ", text_name);
}
bool ret = true;
if (text.get_font() != nullptr) {
const StringName font_file = std_view_to_godot_string_name(text.get_font()->get_fontname());
const Ref<Font> font = args.asset_manager.get_font(font_file);
if (font.is_valid()) {
godot_label->add_theme_font_override("font", font);
} else {
UtilityFunctions::push_error("Failed to load font for GUI text ", text_name);
ret = false;
}
const Color colour = Utilities::to_godot_color(text.get_font()->get_colour());
godot_label->add_theme_color_override("font_color", colour);
}
args.result = godot_label;
return ret;
}
static bool generate_overlapping_elements(generate_gui_args_t&& args) {
GUI::OverlappingElementsBox const& overlapping_elements = static_cast<GUI::OverlappingElementsBox const&>(args.element);
const String overlapping_elements_name = std_view_to_godot_string(overlapping_elements.get_name());
GUIOverlappingElementsBox* box = new_control<GUIOverlappingElementsBox>(overlapping_elements, args.name);
ERR_FAIL_NULL_V_MSG(
box, false,
vformat("Failed to create GUIOverlappingElementsBox for GUI overlapping elements %s", overlapping_elements_name)
);
const bool ret = box->set_gui_overlapping_elements_box(&overlapping_elements) == OK;
args.result = box;
return ret;
}
static bool generate_listbox(generate_gui_args_t&& args) {
GUI::ListBox const& listbox = static_cast<GUI::ListBox const&>(args.element);
const String listbox_name = std_view_to_godot_string(listbox.get_name());
ColorRect* godot_rect = new_control<ColorRect>(listbox, args.name);
ERR_FAIL_NULL_V_MSG(godot_rect, false, vformat("Failed to create ColorRect for GUI listbox %s", listbox_name));
godot_rect->set_custom_minimum_size(Utilities::to_godot_fvec2(listbox.get_size()));
godot_rect->set_color({ 1.0f, 0.5f, 0.0f, 0.2f });
args.result = godot_rect;
return true;
}
/* Forward declaration for use in generate_window. */
static bool generate_element(GUI::Element const* element, String const& name, AssetManager& asset_manager, Control*& result);
static bool generate_window(generate_gui_args_t&& args) {
GUI::Window const& window = static_cast<GUI::Window const&>(args.element);
// TODO - moveable, fullscreen, dontRender (disable visibility?)
const String window_name = std_view_to_godot_string(window.get_name());
Panel* godot_panel = new_control<Panel>(window, args.name);
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({ 1.0f, 1.0f, 1.0f, 0.0f });
bool ret = true;
for (std::unique_ptr<GUI::Element> const& element : window.get_window_elements()) {
Control* node = nullptr;
const bool element_ret = generate_element(element.get(), "", args.asset_manager, node);
if (node != nullptr) {
godot_panel->add_child(node);
}
if (!element_ret) {
UtilityFunctions::push_error("Errors generating GUI element ", std_view_to_godot_string(element->get_name()));
ret = false;
}
}
args.result = godot_panel;
return ret;
}
static bool generate_element(GUI::Element const* element, String const& name, AssetManager& asset_manager, Control*& result) {
ERR_FAIL_NULL_V(element, false);
static const ordered_map<std::string_view, bool (*)(generate_gui_args_t&&)> type_map {
{ GUI::Icon::get_type_static(), &generate_icon },
{ GUI::Button::get_type_static(), &generate_button },
{ GUI::Checkbox::get_type_static(), &generate_checkbox },
{ GUI::Text::get_type_static(), &generate_text },
{ GUI::OverlappingElementsBox::get_type_static(), &generate_overlapping_elements },
{ GUI::ListBox::get_type_static(), &generate_listbox },
{ GUI::Window::get_type_static(), &generate_window }
};
const decltype(type_map)::const_iterator it = type_map.find(element->get_type());
ERR_FAIL_COND_V_MSG(
it == type_map.end(), false, vformat("Invalid GUI element type: %s", std_view_to_godot_string(element->get_type()))
);
return it->second({ *element, name, asset_manager, result });
}
bool UITools::generate_gui_element(
GUI::Element const* element, String const& name, Control*& result
) {
result = nullptr;
AssetManager* asset_manager = AssetManager::get_singleton();
ERR_FAIL_NULL_V(asset_manager, false);
return generate_element(element, name, *asset_manager, result);
}
bool UITools::generate_gui_element(
godot::String const& gui_file, godot::String const& gui_element, godot::String const& name, godot::Control*& result
) {
return generate_gui_element(get_gui_element(gui_file, gui_element), name, result);
}
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