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-rw-r--r--modules/gdscript/gd_script.cpp107
1 files changed, 107 insertions, 0 deletions
diff --git a/modules/gdscript/gd_script.cpp b/modules/gdscript/gd_script.cpp
index dcd0641f76..359a9fe2d5 100644
--- a/modules/gdscript/gd_script.cpp
+++ b/modules/gdscript/gd_script.cpp
@@ -1558,6 +1558,113 @@ void GDScriptLanguage::reload_all_scripts() {
#endif
}
+
+void GDScriptLanguage::reload_tool_script(const Ref<Script>& p_script,bool p_soft_reload) {
+
+
+#ifdef DEBUG_ENABLED
+
+ if (lock) {
+ lock->lock();
+ }
+
+ List<Ref<GDScript> > scripts;
+
+ SelfList<GDScript> *elem=script_list.first();
+ while(elem) {
+ if (elem->self()->get_path().is_resource_file()) {
+
+ scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
+ }
+ elem=elem->next();
+ }
+
+ if (lock) {
+ lock->unlock();
+ }
+
+ //when someone asks you why dynamically typed languages are easier to write....
+
+ Map< Ref<GDScript>, Map<ObjectID,List<Pair<StringName,Variant> > > > to_reload;
+
+ //as scripts are going to be reloaded, must proceed without locking here
+
+ scripts.sort_custom<GDScriptDepSort>(); //update in inheritance dependency order
+
+ for(List<Ref<GDScript> >::Element *E=scripts.front();E;E=E->next()) {
+
+ bool reload = E->get()==p_script || to_reload.has(E->get()->get_base());
+
+ if (!reload)
+ continue;
+
+ to_reload.insert(E->get(),Map<ObjectID,List<Pair<StringName,Variant> > >());
+
+ if (!p_soft_reload) {
+
+ //save state and remove script from instances
+ Map<ObjectID,List<Pair<StringName,Variant> > >& map = to_reload[E->get()];
+
+ while(E->get()->instances.front()) {
+ Object *obj = E->get()->instances.front()->get();
+ //save instance info
+ List<Pair<StringName,Variant> > state;
+ if (obj->get_script_instance()) {
+
+ obj->get_script_instance()->get_property_state(state);
+ map[obj->get_instance_ID()]=state;
+ obj->set_script(RefPtr());
+ }
+ }
+
+ //same thing for placeholders
+#ifdef TOOLS_ENABLED
+
+ while(E->get()->placeholders.size()) {
+
+ Object *obj = E->get()->placeholders.front()->get()->get_owner();
+ //save instance info
+ List<Pair<StringName,Variant> > state;
+ if (obj->get_script_instance()) {
+
+ obj->get_script_instance()->get_property_state(state);
+ map[obj->get_instance_ID()]=state;
+ obj->set_script(RefPtr());
+ }
+ }
+#endif
+
+ }
+ }
+
+ for(Map< Ref<GDScript>, Map<ObjectID,List<Pair<StringName,Variant> > > >::Element *E=to_reload.front();E;E=E->next()) {
+
+ Ref<GDScript> scr = E->key();
+ scr->reload(true);
+
+ //restore state if saved
+ for (Map<ObjectID,List<Pair<StringName,Variant> > >::Element *F=E->get().front();F;F=F->next()) {
+
+ Object *obj = ObjectDB::get_instance(F->key());
+ if (!obj)
+ continue;
+
+ obj->set_script(scr.get_ref_ptr());
+ if (!obj->get_script_instance())
+ continue;
+
+ for (List<Pair<StringName,Variant> >::Element *G=F->get().front();G;G=G->next()) {
+ obj->get_script_instance()->set(G->get().first,G->get().second);
+ }
+ }
+
+ //if instance states were saved, set them!
+ }
+
+
+#endif
+}
+
void GDScriptLanguage::frame() {
// print_line("calls: "+itos(calls));