Repository: godotengine/godot
File: editor/editor_data.h (C/C++)

Code before:

	void instantiate_object_properties(Object *p_object);

	int add_edited_scene(int p_at_pos);
	void move_edited_scene_index(int p_idx, int p_to_idx);
	void remove_scene(int p_idx);
	void set_edited_scene(int p_idx);
	void set_edited_scene_root(Node *p_root);
	int get_edited_scene() const;
	int get_edited_scene_from_path(const String &p_path) const;
	Node *get_edited_scene_root(int p_idx = -1);
	int get_edited_scene_count() const;
	Vector<EditedScene> get_edited_scenes() const;

	String get_scene_title(int p_idx, bool p_always_strip_extension = false) const;
	String get_scene_path(int p_idx) const;
	String get_scene_type(int p_idx) const;
	void set_scene_path(int p_idx, const String &p_path);
	Ref<Script> get_scene_root_script(int p_idx) const;
	void set_scene_modified_time(int p_idx, uint64_t p_time);
	uint64_t get_scene_modified_time(int p_idx) const;
	void clear_edited_scenes();
	void set_edited_scene_live_edit_root(const NodePath &p_root);
	NodePath get_edited_scene_live_edit_root();
	bool check_and_update_scene(int p_idx);
	bool reload_scene_from_memory(int p_idx, bool need_mark_unsaved);
	void move_edited_scene_to_index(int p_idx);

	bool call_build();

	void set_scene_as_saved(int p_idx);
	bool is_scene_changed(int p_idx);

	int get_scene_history_id_from_path(const String &p_path) const;
	int get_current_edited_scene_history_id() const;
	int get_scene_history_id(int p_idx) const;

	void set_plugin_window_layout(Ref<ConfigFile> p_layout);
	void get_plugin_window_layout(Ref<ConfigFile> p_layout);

	void save_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history, const Dictionary &p_custom);
	Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
	void notify_edited_scene_changed();
	void notify_resource_saved(const Ref<Resource> &p_resource);
	void notify_scene_saved(const String &p_path);

	bool script_class_is_parent(const String &p_class, const String &p_inherits);
	Variant script_class_instance(const String &p_class);

	Ref<Script> script_class_load_script(const String &p_class) const;


Review comment (suggestion):
```suggestion
	bool reload_scene_from_memory(int p_idx, bool p_mark_unsaved);
```

Code after:

	void instantiate_object_properties(Object *p_object);

	int add_edited_scene(int p_at_pos);
	void move_edited_scene_index(int p_idx, int p_to_idx);
	void remove_scene(int p_idx);
	void set_edited_scene(int p_idx);
	void set_edited_scene_root(Node *p_root);
	int get_edited_scene() const;
	int get_edited_scene_from_path(const String &p_path) const;
	Node *get_edited_scene_root(int p_idx = -1);
	int get_edited_scene_count() const;
	Vector<EditedScene> get_edited_scenes() const;

	String get_scene_title(int p_idx, bool p_always_strip_extension = false) const;
	String get_scene_path(int p_idx) const;
	String get_scene_type(int p_idx) const;
	void set_scene_path(int p_idx, const String &p_path);
	Ref<Script> get_scene_root_script(int p_idx) const;
	void set_scene_modified_time(int p_idx, uint64_t p_time);
	uint64_t get_scene_modified_time(int p_idx) const;
	void clear_edited_scenes();
	void set_edited_scene_live_edit_root(const NodePath &p_root);
	NodePath get_edited_scene_live_edit_root();
	bool check_and_update_scene(int p_idx);
	bool reload_scene_from_memory(int p_idx, bool p_mark_unsaved);
	void move_edited_scene_to_index(int p_idx);

	bool call_build();

	void set_scene_as_saved(int p_idx);
	bool is_scene_changed(int p_idx);

	int get_scene_history_id_from_path(const String &p_path) const;
	int get_current_edited_scene_history_id() const;
	int get_scene_history_id(int p_idx) const;

	void set_plugin_window_layout(Ref<ConfigFile> p_layout);
	void get_plugin_window_layout(Ref<ConfigFile> p_layout);

	void save_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history, const Dictionary &p_custom);
	Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
	void notify_edited_scene_changed();
	void notify_resource_saved(const Ref<Resource> &p_resource);
	void notify_scene_saved(const String &p_path);

	bool script_class_is_parent(const String &p_class, const String &p_inherits);
	Variant script_class_instance(const String &p_class);

	Ref<Script> script_class_load_script(const String &p_class) const;