1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +00:00

Merge pull request #58617 from KoBeWi/custom_something

Improve handling of custom types
This commit is contained in:
Rémi Verschelde
2022-09-07 17:54:17 +02:00
7 changed files with 52 additions and 16 deletions

View File

@@ -2743,7 +2743,7 @@ void EditorInspector::update_tree() {
doc_name = p.name;
// Set the category icon.
if (!ClassDB::class_exists(type) && !ScriptServer::is_global_class(type) && p.hint_string.length() && FileAccess::exists(p.hint_string)) {
if (!EditorNode::get_editor_data().is_type_recognized(type) && p.hint_string.length() && FileAccess::exists(p.hint_string)) {
// If we have a category inside a script, search for the first script with a valid icon.
Ref<Script> script = ResourceLoader::load(p.hint_string, "Script");
StringName base_type;
@@ -2762,10 +2762,16 @@ void EditorInspector::update_tree() {
while (script.is_valid()) {
name = EditorNode::get_editor_data().script_class_get_name(script->get_path());
String icon_path = EditorNode::get_editor_data().script_class_get_icon_path(name);
if (name != StringName() && icon_path.length()) {
if (name != StringName() && !icon_path.is_empty()) {
category->icon = ResourceLoader::load(icon_path, "Texture");
break;
}
const EditorData::CustomType *ctype = EditorNode::get_editor_data().get_custom_type_by_path(script->get_path());
if (ctype) {
category->icon = ctype->icon;
break;
}
script = script->get_base_script();
}
if (category->icon.is_null() && has_theme_icon(base_type, SNAME("EditorIcons"))) {