Allow live reloading of built-in scripts
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b97110cd30
commit
5636518358
4 changed files with 32 additions and 4 deletions
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@ -1079,10 +1079,14 @@ void ScriptEditor::_mark_built_in_scripts_as_saved(const String &p_parent_path)
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}
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}
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Ref<Script> scr = edited_res;
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Ref<Script> scr = edited_res;
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if (scr.is_valid() && scr->is_tool()) {
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if (scr.is_valid()) {
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trigger_live_script_reload(scr->get_path());
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if (scr->is_tool()) {
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scr->reload(true);
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scr->reload(true);
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}
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}
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}
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}
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}
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}
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}
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void ScriptEditor::trigger_live_script_reload(const String &p_script_path) {
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void ScriptEditor::trigger_live_script_reload(const String &p_script_path) {
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@ -53,6 +53,7 @@
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#include "core/io/file_access_encrypted.h"
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#include "core/io/file_access_encrypted.h"
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#include "core/os/os.h"
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#include "core/os/os.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/scene_string_names.h"
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#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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#ifdef TOOLS_ENABLED
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@ -2492,7 +2493,7 @@ void GDScriptLanguage::reload_scripts(const Array &p_scripts, bool p_soft_reload
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SelfList<GDScript> *elem = script_list.first();
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SelfList<GDScript> *elem = script_list.first();
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while (elem) {
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while (elem) {
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// Scripts will reload all subclasses, so only reload root scripts.
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// Scripts will reload all subclasses, so only reload root scripts.
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if (elem->self()->is_root_script() && elem->self()->get_path().is_resource_file()) {
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if (elem->self()->is_root_script() && !elem->self()->get_path().is_empty()) {
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scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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}
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}
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elem = elem->next();
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elem = elem->next();
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@ -2560,7 +2561,19 @@ void GDScriptLanguage::reload_scripts(const Array &p_scripts, bool p_soft_reload
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for (KeyValue<Ref<GDScript>, HashMap<ObjectID, List<Pair<StringName, Variant>>>> &E : to_reload) {
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for (KeyValue<Ref<GDScript>, HashMap<ObjectID, List<Pair<StringName, Variant>>>> &E : to_reload) {
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Ref<GDScript> scr = E.key;
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Ref<GDScript> scr = E.key;
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print_verbose("GDScript: Reloading: " + scr->get_path());
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print_verbose("GDScript: Reloading: " + scr->get_path());
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if (scr->is_built_in()) {
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// TODO: It would be nice to do it more efficiently than loading the whole scene again.
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Ref<PackedScene> scene = ResourceLoader::load(scr->get_path().get_slice("::", 0), "", ResourceFormatLoader::CACHE_MODE_IGNORE_DEEP);
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ERR_CONTINUE(scene.is_null());
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Ref<SceneState> state = scene->get_state();
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Ref<GDScript> fresh = state->get_sub_resource(scr->get_path());
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ERR_CONTINUE(fresh.is_null());
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scr->set_source_code(fresh->get_source_code());
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} else {
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scr->load_source_code(scr->get_path());
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scr->load_source_code(scr->get_path());
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}
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scr->reload(p_soft_reload);
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scr->reload(p_soft_reload);
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//restore state if saved
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//restore state if saved
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@ -1880,6 +1880,16 @@ Vector<NodePath> SceneState::get_editable_instances() const {
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return editable_instances;
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return editable_instances;
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}
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}
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Ref<Resource> SceneState::get_sub_resource(const String &p_path) {
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for (const Variant &v : variants) {
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const Ref<Resource> &res = v;
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if (res.is_valid() && res->get_path() == p_path) {
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return res;
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}
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}
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return Ref<Resource>();
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}
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//add
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//add
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int SceneState::add_name(const StringName &p_name) {
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int SceneState::add_name(const StringName &p_name) {
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@ -195,6 +195,7 @@ public:
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bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance = false);
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bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance = false);
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Vector<NodePath> get_editable_instances() const;
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Vector<NodePath> get_editable_instances() const;
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Ref<Resource> get_sub_resource(const String &p_path);
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//build API
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//build API
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