Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Don't grab theme icons for scripts #79203

Merged
merged 1 commit into from
Jul 26, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
9 changes: 0 additions & 9 deletions editor/editor_data.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1154,15 +1154,6 @@ Ref<Texture2D> EditorData::get_script_icon(const Ref<Script> &p_script) {
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;
}

// If no icon found, cache it as null.
_script_icon_cache[p_script] = Ref<Texture>();
return nullptr;
Expand Down
14 changes: 12 additions & 2 deletions editor/editor_node.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4277,7 +4277,7 @@ 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) {
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) {
ERR_FAIL_COND_V_MSG(p_class.is_empty(), nullptr, "Class name cannot be empty.");
EditorData &ed = EditorNode::get_editor_data();

Expand All @@ -4287,6 +4287,16 @@ Ref<Texture2D> EditorNode::_get_class_or_script_icon(const String &p_class, cons
if (script_icon.is_valid()) {
return script_icon;
}

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

// Script was not valid or didn't yield any useful values, try the class name
Expand Down Expand Up @@ -4339,7 +4349,7 @@ Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p
scr = EditorNode::get_editor_data().script_class_load_script(p_class);
}

return _get_class_or_script_icon(p_class, scr, p_fallback);
return _get_class_or_script_icon(p_class, scr, p_fallback, true);
}

bool EditorNode::is_object_of_custom_type(const Object *p_object, const StringName &p_class) {
Expand Down
2 changes: 1 addition & 1 deletion editor/editor_node.h
Original file line number Diff line number Diff line change
Expand Up @@ -688,7 +688,7 @@ class EditorNode : public Node {
void _feature_profile_changed();
bool _is_class_editor_disabled_by_feature_profile(const StringName &p_class);

Ref<Texture2D> _get_class_or_script_icon(const String &p_class, const Ref<Script> &p_script, const String &p_fallback = "Object");
Ref<Texture2D> _get_class_or_script_icon(const String &p_class, const Ref<Script> &p_script, const String &p_fallback = "Object", bool p_fallback_script_to_theme = false);

void _pick_main_scene_custom_action(const String &p_custom_action_name);

Expand Down