Optimize class icon loading
`get_global_class_name` for `GDScriptLanguage` is slow because it forces to parse an entire script each time. This patch ensures that the icon is actually fetched from the EditorData where they are loaded beforehand. This change also makes the behavior consistent with the existing `get_object_icon` method in EditorNode.
This commit is contained in:
parent
ddba410ce5
commit
4a86e2bb76
1 changed files with 4 additions and 9 deletions
|
@ -3642,17 +3642,12 @@ Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p
|
|||
}
|
||||
|
||||
if (ScriptServer::is_global_class(p_class)) {
|
||||
String icon_path = EditorNode::get_editor_data().script_class_get_icon_path(p_class);
|
||||
Ref<ImageTexture> icon = _load_custom_class_icon(icon_path);
|
||||
if (icon.is_valid()) {
|
||||
return icon;
|
||||
}
|
||||
|
||||
Ref<Script> script = ResourceLoader::load(ScriptServer::get_global_class_path(p_class), "Script");
|
||||
Ref<ImageTexture> icon;
|
||||
Ref<Script> script = EditorNode::get_editor_data().script_class_load_script(p_class);
|
||||
|
||||
while (script.is_valid()) {
|
||||
String current_icon_path;
|
||||
script->get_language()->get_global_class_name(script->get_path(), nullptr, ¤t_icon_path);
|
||||
StringName name = EditorNode::get_editor_data().script_class_get_name(script->get_path());
|
||||
String current_icon_path = EditorNode::get_editor_data().script_class_get_icon_path(name);
|
||||
icon = _load_custom_class_icon(current_icon_path);
|
||||
if (icon.is_valid()) {
|
||||
return icon;
|
||||
|
|
Loading…
Reference in a new issue