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.

(cherry picked from commit 4a86e2bb76)
This commit is contained in:
Andrii Doroshenko (Xrayez) 2020-06-24 13:08:27 +03:00 committed by Rémi Verschelde
parent d4a1bc475a
commit 6dee6477dd
1 changed files with 4 additions and 9 deletions

View File

@ -3827,17 +3827,12 @@ Ref<Texture> EditorNode::get_class_icon(const String &p_class, const String &p_f
}
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(), NULL, &current_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;