#include "BsSelection.h" #include "BsGUISceneTreeView.h" #include "BsGUIResourceTreeView.h" #include "BsProjectLibrary.h" #include "BsProjectResourceMeta.h" #include "BsMessageHandler.h" namespace BansheeEngine { Selection::Selection() { mSceneSelectionChangedConn = MessageHandler::instance().listen( GUISceneTreeView::SELECTION_CHANGED_MSG, std::bind(&Selection::sceneSelectionChanged, this)); mResourceSelectionChangedConn = MessageHandler::instance().listen( GUIResourceTreeView::SELECTION_CHANGED_MSG, 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; mSelectedResourcePaths.clear(); updateTreeViews(); onSelectionChanged(mSelectedSceneObjects, Vector()); } const Vector& Selection::getResourcePaths() const { return mSelectedResourcePaths; } void Selection::setResourcePaths(const Vector& paths) { mSelectedResourcePaths = paths; mSelectedSceneObjects.clear(); updateTreeViews(); onSelectionChanged(Vector(), mSelectedResourcePaths); } Vector Selection::getResourceUUIDs() const { Vector UUIDs; for (auto& path : mSelectedResourcePaths) { ProjectLibrary::LibraryEntry* entry = gProjectLibrary().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 = gProjectLibrary().uuidToPath(uuid); if (path != Path::BLANK) mSelectedResourcePaths.push_back(path); } mSelectedSceneObjects.clear(); updateTreeViews(); onSelectionChanged(Vector(), mSelectedResourcePaths); } void Selection::clearSceneSelection() { setSceneObjects({}); } void Selection::clearResourceSelection() { setResourceUUIDs({}); } void Selection::ping(const HSceneObject& sceneObject) { GUISceneTreeView* sceneTreeView = SceneTreeViewLocator::instance(); if (sceneTreeView != nullptr) sceneTreeView->ping(sceneObject); onSceneObjectPing(sceneObject); } void Selection::ping(const Path& resourcePath) { onResourcePing(resourcePath); } void Selection::sceneSelectionChanged() { GUISceneTreeView* sceneTreeView = SceneTreeViewLocator::instance(); if (sceneTreeView != nullptr) { Vector newSelection = sceneTreeView->getSelection(); bool isDirty = newSelection.size() != mSelectedSceneObjects.size(); if (!isDirty) { UINT32 count = (UINT32)newSelection.size(); for (UINT32 i = 0; i < count; i++) { if (newSelection[i] != mSelectedSceneObjects[i]) { isDirty = true; break; } } } if (!isDirty) return; mSelectedSceneObjects = newSelection; mSelectedResourcePaths.clear(); onSelectionChanged(mSelectedSceneObjects, Vector()); } } void Selection::resourceSelectionChanged() { GUIResourceTreeView* resourceTreeView = ResourceTreeViewLocator::instance(); if (resourceTreeView != nullptr) { Vector newSelection = resourceTreeView->getSelection(); bool isDirty = newSelection.size() != mSelectedResourcePaths.size(); if (!isDirty) { UINT32 count = (UINT32)newSelection.size(); for (UINT32 i = 0; i < count; i++) { if (newSelection[i] != mSelectedResourcePaths[i]) { isDirty = true; break; } } } if (!isDirty) return; mSelectedResourcePaths = newSelection; mSelectedSceneObjects.clear(); onSelectionChanged(Vector(), mSelectedResourcePaths); } } void Selection::updateTreeViews() { GUIResourceTreeView* resourceTreeView = ResourceTreeViewLocator::instance(); if (resourceTreeView != nullptr) { // Copy in case setSelection modifies the original. Vector copy = mSelectedResourcePaths; resourceTreeView->setSelection(copy); } GUISceneTreeView* sceneTreeView = SceneTreeViewLocator::instance(); if (sceneTreeView != nullptr) { // Copy in case setSelection modifies the original. Vector copy = mSelectedSceneObjects; sceneTreeView->setSelection(copy); } } }