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-rw-r--r--tools/editor/editor_node.cpp79
1 files changed, 77 insertions, 2 deletions
diff --git a/tools/editor/editor_node.cpp b/tools/editor/editor_node.cpp
index 58da0e8478..9e897a41d9 100644
--- a/tools/editor/editor_node.cpp
+++ b/tools/editor/editor_node.cpp
@@ -3429,7 +3429,10 @@ Dictionary EditorNode::_get_main_scene_state() {
return state;
}
-void EditorNode::_set_main_scene_state(Dictionary p_state) {
+void EditorNode::_set_main_scene_state(Dictionary p_state,Node* p_for_scene) {
+
+ if (get_edited_scene()!=p_for_scene)
+ return; //not for this scene
//print_line("set current 7 ");
changing_scene=false;
@@ -3573,7 +3576,7 @@ void EditorNode::set_current_scene(int p_idx) {
}*/
//_set_main_scene_state(state);
- call_deferred("_set_main_scene_state",state); //do after everything else is done setting up
+ call_deferred("_set_main_scene_state",state,get_edited_scene()); //do after everything else is done setting up
//print_line("set current 6 ");
@@ -5115,6 +5118,78 @@ void EditorNode::_file_access_close_error_notify(const String& p_str) {
add_io_error("Unable to write to file '"+p_str+"', file in use, locked or lacking permissions.");
}
+
+void EditorNode::reload_scene(const String& p_path) {
+
+
+ //first of all, reload textures as they might have changed on disk
+
+ List<Ref<Resource> > cached;
+ ResourceCache::get_cached_resources(&cached);
+ List<Ref<Resource> > to_clear; //clear internal resources from previous scene from being used
+ for(List<Ref<Resource> >::Element *E=cached.front();E;E=E->next()) {
+
+ if (E->get()->get_path().begins_with(p_path+"::")) //subresources of existing scene
+ to_clear.push_back(E->get());
+
+ if (!E->get()->cast_to<Texture>())
+ continue;
+ if (!E->get()->get_path().is_resource_file() && !E->get()->get_path().is_abs_path())
+ continue;
+ if (!FileAccess::exists(E->get()->get_path()))
+ continue;
+ uint64_t mt = FileAccess::get_modified_time(E->get()->get_path());
+ if (mt!=E->get()->get_last_modified_time()) {
+ E->get()->reload_from_file();
+ }
+ }
+
+ //so reload reloads everything, clear subresources of previous scene
+ while(to_clear.front()) {
+ to_clear.front()->get()->set_path("");
+ to_clear.pop_front();
+ }
+
+ int scene_idx=-1;
+ for(int i=0;i<editor_data.get_edited_scene_count();i++) {
+
+ if (editor_data.get_scene_path(i)==p_path) {
+ scene_idx=i;
+ break;
+ }
+ }
+
+ int current_tab = editor_data.get_edited_scene();
+
+
+ if (scene_idx==-1) {
+ if (get_edited_scene()) {
+ //scene is not open, so at it might be instanced, just refresh, set tab to itself and it will reload
+ set_current_scene(current_tab);
+ editor_data.get_undo_redo().clear_history();
+ }
+ return;
+ }
+
+
+ if (current_tab==scene_idx) {
+ editor_data.apply_changes_in_editors();
+ _set_scene_metadata(p_path);
+
+ }
+ //remove scene
+ _remove_scene(scene_idx);
+ //reload scene
+ load_scene(p_path);
+ //adjust index so tab is back a the previous position
+ editor_data.move_edited_scene_to_index(scene_idx);
+ get_undo_redo()->clear_history();
+ //recover the tab
+ scene_tabs->set_current_tab(current_tab);
+ _scene_tab_changed(current_tab);
+}
+
+
void EditorNode::_bind_methods() {