#include "BsSelection.h" #include "BsGUISceneTreeView.h" #include "BsGUIResourceTreeView.h" #include "BsProjectLibrary.h" #include "BsProjectResourceMeta.h" namespace BansheeEngine { Selection::Selection(GUISceneTreeView* sceneTreeView, GUIResourceTreeView* resourceTreeView) :mSceneTreeView(sceneTreeView), mResourceTreeView(resourceTreeView) { mSceneSelectionChangedConn = mSceneTreeView->onSelectionChanged.connect(std::bind(&Selection::sceneSelectionChanged, this)); mResourceSelectionChangedConn = mResourceTreeView->onSelectionChanged.connect(std::bind(&Selection::resourceSelectionChanged, this)); } Selection::~Selection() { mSceneSelectionChangedConn.disconnect(); mResourceSelectionChangedConn.disconnect(); } const Vector& Selection::getSceneObjects() const { return mSelectedSceneObjects; } void Selection::setSceneObjects(const Vector& sceneObjects) { mSelectedSceneObjects = sceneObjects; mResourceTreeView->setSelection(mSelectedResourcePaths); } const Vector& Selection::getResourcePaths() const { return mSelectedResourcePaths; } void Selection::setResourcePaths(const Vector& paths) { mSelectedResourcePaths = paths; } Vector Selection::getResourceUUIDs() const { Vector UUIDs; for (auto& path : mSelectedResourcePaths) { ProjectLibrary::LibraryEntry* entry = ProjectLibrary::instance().findEntry(path); if (entry != nullptr && entry->type == ProjectLibrary::LibraryEntryType::File) { ProjectLibrary::ResourceEntry* resEntry = static_cast(entry); UUIDs.push_back(resEntry->meta->getUUID()); } } return UUIDs; } void Selection::setResourceUUIDs(const Vector& UUIDs) { mSelectedResourcePaths.clear(); for (auto& uuid : UUIDs) { Path path = ProjectLibrary::instance().uuidToPath(uuid); if (path != Path::BLANK) mSelectedResourcePaths.push_back(path); } mResourceTreeView->setSelection(mSelectedResourcePaths); } void Selection::sceneSelectionChanged() { mSelectedSceneObjects = mSceneTreeView->getSelection(); } void Selection::resourceSelectionChanged() { mSelectedResourcePaths = mResourceTreeView->getSelection(); } }