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Improve script icon cache #78670

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Jun 26, 2023
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25 changes: 24 additions & 1 deletion editor/editor_data.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1114,7 +1114,9 @@ Ref<Texture2D> EditorData::_load_script_icon(const String &p_path) const {

Ref<Texture2D> EditorData::get_script_icon(const Ref<Script> &p_script) {
// Take from the local cache, if available.
if (_script_icon_cache.has(p_script) && _script_icon_cache[p_script].is_valid()) {
if (_script_icon_cache.has(p_script)) {
// Can be an empty value if we can't resolve any icon for this script.
// An empty value is still cached to avoid unnecessary attempts at resolving it again.
return _script_icon_cache[p_script];
}

Expand All @@ -1141,6 +1143,27 @@ Ref<Texture2D> EditorData::get_script_icon(const Ref<Script> &p_script) {
base_scr = base_scr->get_base_script();
}

// No custom icon was found in the inheritance chain, so check the base
// class of the script instead.
String base_type;
p_script->get_language()->get_global_class_name(p_script->get_path(), &base_type);

// Check if the base type is an extension-defined type.
Ref<Texture2D> ext_icon = extension_class_get_icon(base_type);
if (ext_icon.is_valid()) {
_script_icon_cache[p_script] = ext_icon;
return ext_icon;
}

// Look for the base type in the editor theme.
// This is only relevant for built-in classes.
const Control *gui_base = EditorNode::get_singleton()->get_gui_base();
if (gui_base && gui_base->has_theme_icon(base_type, SNAME("EditorIcons"))) {
Ref<Texture2D> theme_icon = gui_base->get_theme_icon(base_type, SNAME("EditorIcons"));
_script_icon_cache[p_script] = theme_icon;
return theme_icon;
}

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// If no icon found, cache it as null.
_script_icon_cache[p_script] = Ref<Texture>();
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return nullptr;
Expand Down
18 changes: 1 addition & 17 deletions editor/editor_node.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3408,6 +3408,7 @@ void EditorNode::_remove_edited_scene(bool p_change_tab) {

void EditorNode::_remove_scene(int index, bool p_change_tab) {
// Clear icon cache in case some scripts are no longer needed.
// FIXME: Perfectly the cache should never be cleared and only updated on per-script basis, when an icon changes.
editor_data.clear_script_icon_cache();

if (editor_data.get_edited_scene() == index) {
Expand Down Expand Up @@ -4243,23 +4244,6 @@ Ref<Texture2D> EditorNode::_get_class_or_script_icon(const String &p_class, cons
if (script_icon.is_valid()) {
return script_icon;
}

// No custom icon was found in the inheritance chain, so check the base
// class of the script instead.
String base_type;
p_script->get_language()->get_global_class_name(p_script->get_path(), &base_type);

// Check if the base type is an extension-defined type.
Ref<Texture2D> ext_icon = ed.extension_class_get_icon(base_type);
if (ext_icon.is_valid()) {
return ext_icon;
}

// Look for the base type in the editor theme.
// This is only relevant for built-in classes.
if (gui_base && gui_base->has_theme_icon(base_type, "EditorIcons")) {
return gui_base->get_theme_icon(base_type, "EditorIcons");
}
}

// Script was not valid or didn't yield any useful values, try the class name
Expand Down