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- /**************************************************************************/
- /* project_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 "project_upgrade_tool.h"
- #include "core/io/dir_access.h"
- #include "editor/editor_node.h"
- #include "editor/file_system/editor_file_system.h"
- #include "editor/scene/editor_scene_tabs.h"
- #include "editor/settings/editor_settings.h"
- #include "editor/themes/editor_scale.h"
- #include "scene/gui/dialogs.h"
- void ProjectUpgradeTool::_add_files(EditorFileSystemDirectory *p_dir, Vector<String> &r_reimport_paths, Vector<String> &r_resave_scenes, Vector<String> &r_resave_resources) {
- Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
- for (int i = 0; i < p_dir->get_file_count(); i++) {
- const String path = p_dir->get_file_path(i);
- const String ext = path.get_extension();
- if (ext == "tscn" || ext == "scn") {
- r_resave_scenes.append(path);
- } else if (ext == "tres" || ext == "res") {
- r_resave_resources.append(path);
- } else if (da->file_exists(path + ".import")) {
- r_reimport_paths.append(path);
- }
- }
- for (int i = 0; i < p_dir->get_subdir_count(); i++) {
- _add_files(p_dir->get_subdir(i), r_reimport_paths, r_resave_scenes, r_resave_resources);
- }
- }
- void ProjectUpgradeTool::_bind_methods() {
- ADD_SIGNAL(MethodInfo("upgrade_finished"));
- }
- void ProjectUpgradeTool::popup_dialog() {
- if (!upgrade_dialog) {
- upgrade_dialog = memnew(ConfirmationDialog);
- upgrade_dialog->set_autowrap(true);
- upgrade_dialog->set_text(TTRC("Different engine version may have minor differences in various Resources, like additional fields or removed properties. When upgrading the project to a new version, such changes can cause diffs when saving scenes or resources, or reimporting.\n\nThis tool ensures that such changes are performed all at once. It will:\n- Regenerate UID cache\n- Load and re-save every text/binary Resource\n- Reimport every importable Resource\n\nFull upgrade will take considerable amount of time, but afterwards saving/reimporting any scene/resource should not cause unintended changes."));
- upgrade_dialog->get_ok_button()->set_text(TTRC("Restart & Upgrade"));
- upgrade_dialog->get_label()->set_custom_minimum_size(Size2(750 * EDSCALE, 0));
- EditorNode::get_singleton()->get_gui_base()->add_child(upgrade_dialog);
- upgrade_dialog->connect(SceneStringName(confirmed), callable_mp(this, &ProjectUpgradeTool::prepare_upgrade));
- }
- upgrade_dialog->popup_centered();
- }
- void ProjectUpgradeTool::prepare_upgrade() {
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RUN_ON_RESTART, true);
- Vector<String> reimport_paths;
- Vector<String> resave_scenes;
- Vector<String> resave_resources;
- _add_files(EditorFileSystem::get_singleton()->get_filesystem(), reimport_paths, resave_scenes, resave_resources);
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_REIMPORT_PATHS, reimport_paths);
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RESAVE_SCENES, resave_scenes);
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RESAVE_RESOURCES, resave_resources);
- // 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 ProjectUpgradeTool::begin_upgrade() {
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RUN_ON_RESTART, false);
- DirAccess::remove_absolute("res://.godot/uid_cache.bin");
- }
- void ProjectUpgradeTool::finish_upgrade() {
- EditorNode::get_singleton()->trigger_menu_option(EditorSceneTabs::SCENE_CLOSE_ALL, true);
- Vector<String> paths = EditorSettings::get_singleton()->get_project_metadata(META_PROJECT_UPGRADE_TOOL, META_REIMPORT_PATHS, Vector<String>());
- EditorFileSystem::get_singleton()->reimport_files(paths);
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_REIMPORT_PATHS, Variant());
- {
- paths = EditorSettings::get_singleton()->get_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RESAVE_SCENES, Vector<String>());
- EditorProgress ep("uid_upgrade_resave", TTR("Updating Project Scenes"), paths.size());
- int step = 0;
- for (const String &file_path : paths) {
- ep.step(TTR("Re-saving scene:") + " " + file_path, step++);
- EditorNode::get_singleton()->load_scene(file_path);
- EditorNode::get_singleton()->trigger_menu_option(EditorNode::SCENE_SAVE_SCENE, true);
- EditorNode::get_singleton()->trigger_menu_option(EditorNode::SCENE_CLOSE, true);
- }
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RESAVE_SCENES, Variant());
- }
- {
- paths = EditorSettings::get_singleton()->get_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RESAVE_RESOURCES, Vector<String>());
- EditorProgress ep("uid_upgrade_resave", TTR("Updating Project Resources"), paths.size());
- int step = 0;
- for (const String &file_path : paths) {
- ep.step(TTR("Re-saving resource:") + " " + file_path, step++);
- Ref<Resource> res = ResourceLoader::load(file_path, "", ResourceFormatLoader::CACHE_MODE_REPLACE);
- if (res.is_valid()) {
- ResourceSaver::save(res);
- }
- }
- EditorSettings::get_singleton()->set_project_metadata(META_PROJECT_UPGRADE_TOOL, META_RESAVE_RESOURCES, Variant());
- }
- emit_signal(UPGRADE_FINISHED);
- }
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