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Tweak the built-in script naming for resources with custom names

This makes the script name appear before the scene file name,
which ensures it's always visible even if the list of scripts is too
narrow to display the full name.

This only impacts built-in scripts with custom resource names.
Unnamed resources will still use `<scene_file>::<id>` naming
in the list of scripts.

(cherry picked from commit e90beade153f0ace450e3ec57b5eb44898023c1f)
Hugo Locurcio vor 5 Jahren
Ursprung
Commit
679474c576
1 geänderte Dateien mit 4 neuen und 2 gelöschten Zeilen
  1. 4 2
      editor/plugins/script_editor_plugin.cpp

+ 4 - 2
editor/plugins/script_editor_plugin.cpp

@@ -1834,9 +1834,11 @@ void ScriptEditor::_update_script_names() {
 			if (built_in) {
 
 				name = path.get_file();
-				String resource_name = se->get_edited_resource()->get_name();
+				const String &resource_name = se->get_edited_resource()->get_name();
 				if (resource_name != "") {
-					name = name.substr(0, name.find("::", 0) + 2) + resource_name;
+					// If the built-in script has a custom resource name defined,
+					// display the built-in script name as follows: `ResourceName (scene_file.tscn)`
+					name = vformat("%s (%s)", resource_name, name.substr(0, name.find("::", 0)));
 				}
 			} else {