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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Optimize enumeration of global classes in create dialog and autocomplete

This commit is contained in:
Pedro J. Estébanez
2025-01-28 10:27:56 +01:00
parent 318af42020
commit a20934c8e4
6 changed files with 67 additions and 70 deletions

View File

@@ -4805,13 +4805,13 @@ void EditorNode::_pick_main_scene_custom_action(const String &p_custom_action_na
}
}
Ref<Texture2D> EditorNode::_get_class_or_script_icon(const String &p_class, const Ref<Script> &p_script, const String &p_fallback, bool p_fallback_script_to_theme) {
Ref<Texture2D> EditorNode::_get_class_or_script_icon(const String &p_class, const String &p_script_path, const String &p_fallback, bool p_fallback_script_to_theme) {
ERR_FAIL_COND_V_MSG(p_class.is_empty(), nullptr, "Class name cannot be empty.");
EditorData &ed = EditorNode::get_editor_data();
// Check for a script icon first.
if (p_script.is_valid()) {
Ref<Texture2D> script_icon = ed.get_script_icon(p_script);
if (!p_script_path.is_empty()) {
Ref<Texture2D> script_icon = ed.get_script_icon(p_script_path);
if (script_icon.is_valid()) {
return script_icon;
}
@@ -4819,14 +4819,15 @@ Ref<Texture2D> EditorNode::_get_class_or_script_icon(const String &p_class, cons
if (p_fallback_script_to_theme) {
// Look for the native base type in the editor theme. This is relevant for
// scripts extending other scripts and for built-in classes.
String script_class_name = p_script->get_language()->get_global_class_name(p_script->get_path());
String base_type;
if (script_class_name.is_empty()) {
base_type = p_script->get_instance_base_type();
if (ScriptServer::is_global_class(p_class)) {
base_type = ScriptServer::get_global_class_native_base(p_class);
} else {
base_type = ScriptServer::get_global_class_native_base(script_class_name);
Ref<Script> scr = ResourceLoader::load(p_script_path, "Script");
if (scr.is_valid()) {
base_type = scr->get_instance_base_type();
}
}
if (theme.is_valid() && theme->has_icon(base_type, EditorStringName(EditorIcons))) {
return theme->get_icon(base_type, EditorStringName(EditorIcons));
}
@@ -4899,21 +4900,21 @@ Ref<Texture2D> EditorNode::get_object_icon(const Object *p_object, const String
if (Object::cast_to<MultiNodeEdit>(p_object)) {
return get_class_icon(Object::cast_to<MultiNodeEdit>(p_object)->get_edited_class_name(), p_fallback);
} else {
return _get_class_or_script_icon(p_object->get_class(), scr, p_fallback);
return _get_class_or_script_icon(p_object->get_class(), scr.is_valid() ? scr->get_path() : String(), p_fallback);
}
}
Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p_fallback) {
ERR_FAIL_COND_V_MSG(p_class.is_empty(), nullptr, "Class name cannot be empty.");
Ref<Script> scr;
String script_path;
if (ScriptServer::is_global_class(p_class)) {
scr = EditorNode::get_editor_data().script_class_load_script(p_class);
script_path = ScriptServer::get_global_class_path(p_class);
} else if (ResourceLoader::exists(p_class)) { // If the script is not a class_name we check if the script resource exists.
scr = ResourceLoader::load(p_class);
script_path = p_class;
}
return _get_class_or_script_icon(p_class, scr, p_fallback, true);
return _get_class_or_script_icon(p_class, script_path, p_fallback, true);
}
bool EditorNode::is_object_of_custom_type(const Object *p_object, const StringName &p_class) {