Optimized ScriptEditor initialization when many scripts are loaded

This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.

It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
This commit is contained in:
PouleyKetchoupp
2020-07-15 16:15:29 +02:00
parent 183d22b0ef
commit d504c15295
2 changed files with 6 additions and 1 deletions

View File

@@ -2401,7 +2401,8 @@ RES VisualScriptEditor::get_edited_resource() const {
}
void VisualScriptEditor::set_edited_resource(const RES &p_res) {
ERR_FAIL_COND(script.is_valid());
ERR_FAIL_COND(p_res.is_null());
script = p_res;
signal_editor->script = script;
signal_editor->undo_redo = undo_redo;
@@ -2422,6 +2423,9 @@ void VisualScriptEditor::set_edited_resource(const RES &p_res) {
_update_members();
}
void VisualScriptEditor::enable_editor() {
}
Vector<String> VisualScriptEditor::get_functions() {
return Vector<String>();

View File

@@ -295,6 +295,7 @@ public:
virtual void apply_code();
virtual RES get_edited_resource() const;
virtual void set_edited_resource(const RES &p_res);
virtual void enable_editor();
virtual Vector<String> get_functions();
virtual void reload_text();
virtual String get_name();