BsGUISceneTreeView.cpp 21 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "GUI/BsGUISceneTreeView.h"
  4. #include "Scene/BsSceneObject.h"
  5. #include "Scene/BsSceneManager.h"
  6. #include "GUI/BsGUISkin.h"
  7. #include "UndoRedo/BsCmdReparentSO.h"
  8. #include "UndoRedo/BsCmdRenameSO.h"
  9. #include "UndoRedo/BsCmdDeleteSO.h"
  10. #include "UndoRedo/BsCmdCloneSO.h"
  11. #include "UndoRedo/BsCmdCreateSO.h"
  12. #include "GUI/BsDragAndDropManager.h"
  13. #include "GUI/BsGUIResourceTreeView.h"
  14. #include "GUI/BsGUIContextMenu.h"
  15. namespace bs
  16. {
  17. const MessageId GUISceneTreeView::SELECTION_CHANGED_MSG = MessageId("SceneTreeView_SelectionChanged");
  18. const Color GUISceneTreeView::PREFAB_TINT = Color(1.0f, (168.0f / 255.0f), 0.0f, 1.0f);
  19. DraggedSceneObjects::DraggedSceneObjects(UINT32 numObjects)
  20. :numObjects(numObjects)
  21. {
  22. objects = bs_newN<HSceneObject>(numObjects);
  23. }
  24. DraggedSceneObjects::~DraggedSceneObjects()
  25. {
  26. bs_deleteN(objects, numObjects);
  27. objects = nullptr;
  28. }
  29. GUISceneTreeView::GUISceneTreeView(const String& backgroundStyle, const String& elementBtnStyle,
  30. const String& foldoutBtnStyle, const String& highlightBackgroundStyle, const String& selectionBackgroundStyle,
  31. const String& editBoxStyle, const String& dragHighlightStyle, const String& dragSepHighlightStyle, const GUIDimensions& dimensions)
  32. :GUITreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle, highlightBackgroundStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle,
  33. dragSepHighlightStyle, dimensions), mCutFlag(false)
  34. {
  35. SceneTreeViewLocator::_provide(this);
  36. SPtr<GUIContextMenu> contextMenu = bs_shared_ptr_new<GUIContextMenu>();
  37. contextMenu->addMenuItem("New scene object", std::bind(&GUISceneTreeView::createNewSO, this), 50);
  38. contextMenu->addMenuItem("Rename", std::bind(&GUISceneTreeView::renameSelected, this), 49, ShortcutKey(ButtonModifier::None, BC_F2));
  39. contextMenu->addMenuItem("Delete", std::bind(&GUISceneTreeView::deleteSelection, this), 48, ShortcutKey(ButtonModifier::None, BC_DELETE));
  40. contextMenu->addSeparator("", 40);
  41. contextMenu->addMenuItem("Duplicate", std::bind(&GUISceneTreeView::duplicateSelection, this), 39, ShortcutKey(ButtonModifier::Ctrl, BC_D));
  42. contextMenu->addMenuItem("Copy", std::bind(&GUISceneTreeView::copySelection, this), 38, ShortcutKey(ButtonModifier::Ctrl, BC_C));
  43. contextMenu->addMenuItem("Cut", std::bind(&GUISceneTreeView::cutSelection, this), 37, ShortcutKey(ButtonModifier::Ctrl, BC_X));
  44. contextMenu->addMenuItem("Paste", std::bind(&GUISceneTreeView::paste, this), 36, ShortcutKey(ButtonModifier::Ctrl, BC_V));
  45. setContextMenu(contextMenu);
  46. }
  47. GUISceneTreeView::~GUISceneTreeView()
  48. {
  49. for(auto& child : mRootElement.mChildren)
  50. deleteTreeElementInternal(child);
  51. mRootElement.mChildren.clear();
  52. SceneTreeViewLocator::_remove(this);
  53. }
  54. GUISceneTreeView* GUISceneTreeView::create(const String& backgroundStyle, const String& elementBtnStyle, const String& foldoutBtnStyle,
  55. const String& highlightBackgroundStyle, const String& selectionBackgroundStyle, const String& editBoxStyle, const String& dragHighlightStyle,
  56. const String& dragSepHighlightStyle)
  57. {
  58. return new (bs_alloc<GUISceneTreeView>()) GUISceneTreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle,
  59. highlightBackgroundStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle, dragSepHighlightStyle, GUIDimensions::create());
  60. }
  61. GUISceneTreeView* GUISceneTreeView::create(const GUIOptions& options, const String& backgroundStyle, const String& elementBtnStyle,
  62. const String& foldoutBtnStyle, const String& highlightBackgroundStyle, const String& selectionBackgroundStyle,
  63. const String& editBoxStyle, const String& dragHighlightStyle, const String& dragSepHighlightStyle)
  64. {
  65. return new (bs_alloc<GUISceneTreeView>()) GUISceneTreeView(backgroundStyle, elementBtnStyle,
  66. foldoutBtnStyle, highlightBackgroundStyle, selectionBackgroundStyle, editBoxStyle,
  67. dragHighlightStyle, dragSepHighlightStyle, GUIDimensions::create(options));
  68. }
  69. void GUISceneTreeView::updateTreeElement(SceneTreeElement* element)
  70. {
  71. HSceneObject currentSO = element->mSceneObject;
  72. // Check if SceneObject has changed in any way and update the tree element
  73. // Early exit case - Most commonly there will be no changes between active and cached data so
  74. // we first do a quick check in order to avoid expensive comparison later
  75. bool completeMatch = true;
  76. UINT32 visibleChildCount = 0;
  77. for (UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  78. {
  79. if (i >= element->mChildren.size())
  80. {
  81. completeMatch = false;
  82. break;
  83. }
  84. HSceneObject currentSOChild = currentSO->getChild(i);
  85. #if BS_DEBUG_MODE == 0
  86. if (currentSOChild->hasFlag(SOF_Internal))
  87. continue;
  88. #endif
  89. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[visibleChildCount]);
  90. visibleChildCount++;
  91. UINT64 curId = currentSOChild->getInstanceId();
  92. if (curId != currentChild->mId)
  93. {
  94. completeMatch = false;
  95. break;
  96. }
  97. }
  98. completeMatch &= visibleChildCount == element->mChildren.size();
  99. // Not a complete match, compare everything and insert/delete elements as needed
  100. bool needsUpdate = false;
  101. if(!completeMatch)
  102. {
  103. Vector<TreeElement*> newChildren;
  104. bool* tempToDelete = (bool*)bs_stack_alloc(sizeof(bool) * (UINT32)element->mChildren.size());
  105. for(UINT32 i = 0; i < (UINT32)element->mChildren.size(); i++)
  106. tempToDelete[i] = true;
  107. for(UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  108. {
  109. HSceneObject currentSOChild = currentSO->getChild(i);
  110. bool isInternal = currentSOChild->hasFlag(SOF_Internal);
  111. HSceneObject prefabParent = currentSOChild->getPrefabParent();
  112. // Only count it as a prefab instance if its not scene root (otherwise every object would be colored as a prefab)
  113. bool isPrefabInstance = prefabParent != nullptr && prefabParent->getParent() != nullptr;
  114. #if BS_DEBUG_MODE == 0
  115. if (isInternal)
  116. continue;
  117. #endif
  118. UINT64 curId = currentSOChild->getInstanceId();
  119. bool found = false;
  120. for(UINT32 j = 0; j < element->mChildren.size(); j++)
  121. {
  122. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[j]);
  123. if(curId == currentChild->mId)
  124. {
  125. tempToDelete[j] = false;
  126. currentChild->mSortedIdx = (UINT32)newChildren.size();
  127. newChildren.push_back(currentChild);
  128. found = true;
  129. break;
  130. }
  131. }
  132. if(!found)
  133. {
  134. SceneTreeElement* newChild = bs_new<SceneTreeElement>();
  135. newChild->mParent = element;
  136. newChild->mSceneObject = currentSOChild;
  137. newChild->mId = currentSOChild->getInstanceId();
  138. newChild->mName = currentSOChild->getName();
  139. newChild->mSortedIdx = (UINT32)newChildren.size();
  140. newChild->mIsVisible = element->mIsVisible && element->mIsExpanded;
  141. newChild->mIsDisabled = !currentSOChild->getActive();
  142. newChild->mTint = isInternal ? Color::Red : (isPrefabInstance ? PREFAB_TINT : Color::White);
  143. newChild->mIsPrefabInstance = isPrefabInstance;
  144. newChildren.push_back(newChild);
  145. updateElementGUI(newChild);
  146. }
  147. }
  148. // Make sure to update children list before deleting them. Deletions cause callbacks which can ultimately call
  149. // back into this method
  150. element->mChildren.swap(newChildren);
  151. for(UINT32 i = 0; i < newChildren.size(); i++)
  152. {
  153. if(!tempToDelete[i])
  154. continue;
  155. deleteTreeElementInternal(newChildren[i]);
  156. }
  157. bs_stack_free(tempToDelete);
  158. needsUpdate = true;
  159. }
  160. // Check if name needs updating
  161. const String& name = element->mSceneObject->getName();
  162. if(element->mName != name)
  163. {
  164. element->mName = name;
  165. needsUpdate = true;
  166. }
  167. // Check if active state needs updating
  168. bool isDisabled = !element->mSceneObject->getActive();
  169. if(element->mIsDisabled != isDisabled)
  170. {
  171. element->mIsDisabled = isDisabled;
  172. needsUpdate = true;
  173. }
  174. // Check if prefab instance state needs updating
  175. HSceneObject prefabParent = element->mSceneObject->getPrefabParent();
  176. // Only count it as a prefab instance if its not scene root (otherwise every object would be colored as a prefab)
  177. bool isPrefabInstance = prefabParent != nullptr && prefabParent->getParent() != nullptr;
  178. if (element->mIsPrefabInstance != isPrefabInstance)
  179. {
  180. element->mIsPrefabInstance = isPrefabInstance;
  181. bool isInternal = element->mSceneObject->hasFlag(SOF_Internal);
  182. element->mTint = isInternal ? Color::Red : (isPrefabInstance ? PREFAB_TINT : Color::White);
  183. needsUpdate = true;
  184. }
  185. if(needsUpdate)
  186. updateElementGUI(element);
  187. for(UINT32 i = 0; i < (UINT32)element->mChildren.size(); i++)
  188. {
  189. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(element->mChildren[i]);
  190. updateTreeElement(sceneElement);
  191. }
  192. // Calculate the sorted index of the elements based on their name
  193. bs_frame_mark();
  194. FrameVector<SceneTreeElement*> sortVector;
  195. for (auto& child : element->mChildren)
  196. sortVector.push_back(static_cast<SceneTreeElement*>(child));
  197. std::sort(sortVector.begin(), sortVector.end(),
  198. [&](const SceneTreeElement* lhs, const SceneTreeElement* rhs)
  199. {
  200. return StringUtil::compare(lhs->mName, rhs->mName, false) < 0;
  201. });
  202. UINT32 idx = 0;
  203. for (auto& child : sortVector)
  204. {
  205. child->mSortedIdx = idx;
  206. idx++;
  207. }
  208. bs_frame_clear();
  209. }
  210. void GUISceneTreeView::updateTreeElementHierarchy()
  211. {
  212. HSceneObject root = gSceneManager().getMainScene()->getRoot();
  213. mRootElement.mSceneObject = root;
  214. mRootElement.mId = root->getInstanceId();
  215. mRootElement.mSortedIdx = 0;
  216. mRootElement.mIsExpanded = true;
  217. updateTreeElement(&mRootElement);
  218. }
  219. void GUISceneTreeView::renameTreeElement(GUITreeView::TreeElement* element, const String& name)
  220. {
  221. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(element);
  222. HSceneObject so = sceneTreeElement->mSceneObject;
  223. CmdRenameSO::execute(so, name);
  224. onModified();
  225. }
  226. void GUISceneTreeView::deleteTreeElement(TreeElement* element)
  227. {
  228. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(element);
  229. HSceneObject so = sceneTreeElement->mSceneObject;
  230. CmdDeleteSO::execute(so, "Deleted \"" + so->getName() + "\"");
  231. onModified();
  232. }
  233. void GUISceneTreeView::deleteTreeElementInternal(GUITreeView::TreeElement* element)
  234. {
  235. closeTemporarilyExpandedElements(); // In case this element is one of them
  236. for(auto& child : element->mChildren)
  237. deleteTreeElementInternal(child);
  238. element->mChildren.clear();
  239. if (element->mIsHighlighted)
  240. clearPing();
  241. if(element->mIsSelected)
  242. unselectElement(element);
  243. bs_delete(element);
  244. }
  245. bool GUISceneTreeView::acceptDragAndDrop() const
  246. {
  247. return DragAndDropManager::instance().isDragInProgress() &&
  248. (DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject ||
  249. DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::Resources);
  250. }
  251. void GUISceneTreeView::dragAndDropStart(const Vector<TreeElement*>& elements)
  252. {
  253. DraggedSceneObjects* draggedSceneObjects = bs_new<DraggedSceneObjects>((UINT32)elements.size());
  254. UINT32 cnt = 0;
  255. for(auto& entry : elements)
  256. {
  257. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(entry);
  258. draggedSceneObjects->objects[cnt] = sceneTreeElement->mSceneObject;
  259. cnt++;
  260. }
  261. DragAndDropManager::instance().startDrag((UINT32)DragAndDropType::SceneObject, (void*)draggedSceneObjects,
  262. std::bind(&GUISceneTreeView::dragAndDropFinalize, this), false);
  263. }
  264. void GUISceneTreeView::dragAndDropEnded(TreeElement* overTreeElement)
  265. {
  266. UINT32 dragTypeId = DragAndDropManager::instance().getDragTypeId();
  267. if (dragTypeId == (UINT32)DragAndDropType::SceneObject)
  268. {
  269. if (overTreeElement != nullptr)
  270. {
  271. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  272. Vector<HSceneObject> sceneObjects;
  273. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  274. HSceneObject newParent = sceneTreeElement->mSceneObject;
  275. for (UINT32 i = 0; i < draggedSceneObjects->numObjects; i++)
  276. {
  277. if (draggedSceneObjects->objects[i] != newParent)
  278. sceneObjects.push_back(draggedSceneObjects->objects[i]);
  279. }
  280. CmdReparentSO::execute(sceneObjects, newParent);
  281. onModified();
  282. }
  283. }
  284. else if (dragTypeId == (UINT32)DragAndDropType::Resources)
  285. {
  286. DraggedResources* draggedResources = reinterpret_cast<DraggedResources*>(DragAndDropManager::instance().getDragData());
  287. HSceneObject newParent;
  288. if (overTreeElement != nullptr)
  289. {
  290. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  291. newParent = sceneTreeElement->mSceneObject;
  292. }
  293. onResourceDropped(newParent, draggedResources->resourcePaths);
  294. }
  295. }
  296. void GUISceneTreeView::dragAndDropFinalize()
  297. {
  298. mDragInProgress = false;
  299. _markLayoutAsDirty();
  300. if (DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject)
  301. {
  302. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  303. bs_delete(draggedSceneObjects);
  304. }
  305. }
  306. bool GUISceneTreeView::_acceptDragAndDrop(const Vector2I position, UINT32 typeId) const
  307. {
  308. return (typeId == (UINT32)DragAndDropType::SceneObject || typeId == (UINT32)DragAndDropType::Resources) && !_isDisabled();
  309. }
  310. void GUISceneTreeView::selectionChanged()
  311. {
  312. onSelectionChanged();
  313. sendMessage(SELECTION_CHANGED_MSG);
  314. }
  315. Vector<HSceneObject> GUISceneTreeView::getSelection() const
  316. {
  317. Vector<HSceneObject> selectedSOs;
  318. for (auto& selectedElem : mSelectedElements)
  319. {
  320. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElem.element);
  321. selectedSOs.push_back(sceneTreeElement->mSceneObject);
  322. }
  323. return selectedSOs;
  324. }
  325. void GUISceneTreeView::setSelection(const Vector<HSceneObject>& objects)
  326. {
  327. unselectAll(false);
  328. // Note: I could queue the selection update until after the next frame in order to avoid the hierarchy update here
  329. // for better performance.
  330. updateTreeElementHierarchy();
  331. Stack<SceneTreeElement*> todo;
  332. todo.push(&mRootElement);
  333. while (!todo.empty())
  334. {
  335. SceneTreeElement* currentElem = todo.top();
  336. todo.pop();
  337. auto iterFind = std::find(objects.begin(), objects.end(), currentElem->mSceneObject);
  338. if (iterFind != objects.end())
  339. {
  340. expandToElement(currentElem);
  341. selectElement(currentElem);
  342. }
  343. for (auto& child : currentElem->mChildren)
  344. {
  345. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  346. todo.push(sceneChild);
  347. }
  348. }
  349. }
  350. void GUISceneTreeView::ping(const HSceneObject& object)
  351. {
  352. Stack<SceneTreeElement*> todo;
  353. todo.push(&mRootElement);
  354. while (!todo.empty())
  355. {
  356. SceneTreeElement* currentElem = todo.top();
  357. todo.pop();
  358. if (currentElem->mSceneObject == object)
  359. {
  360. GUITreeView::ping(currentElem);
  361. break;
  362. }
  363. for (auto& child : currentElem->mChildren)
  364. {
  365. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  366. todo.push(sceneChild);
  367. }
  368. }
  369. }
  370. GUISceneTreeView::SceneTreeElement* GUISceneTreeView::findTreeElement(const HSceneObject& so)
  371. {
  372. Stack<SceneTreeElement*> todo;
  373. todo.push(&mRootElement);
  374. while (!todo.empty())
  375. {
  376. SceneTreeElement* currentElem = todo.top();
  377. todo.pop();
  378. if (so == currentElem->mSceneObject)
  379. return currentElem;
  380. for (auto& child : currentElem->mChildren)
  381. {
  382. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  383. todo.push(sceneChild);
  384. }
  385. }
  386. return nullptr;
  387. }
  388. void GUISceneTreeView::duplicateSelection()
  389. {
  390. Vector<HSceneObject> duplicateList;
  391. for (auto& selectedElem : mSelectedElements)
  392. {
  393. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  394. duplicateList.push_back(sceneElement->mSceneObject);
  395. }
  396. cleanDuplicates(duplicateList);
  397. if (duplicateList.size() == 0)
  398. return;
  399. String message;
  400. if (duplicateList.size() == 1)
  401. message = "Duplicated " + duplicateList[0]->getName();
  402. else
  403. message = "Duplicated " + toString((UINT32)duplicateList.size()) + " elements";
  404. Vector<Transform> savedTransforms(duplicateList.size());
  405. for(UINT32 i = 0; i < (UINT32)duplicateList.size(); i++)
  406. savedTransforms[i] = duplicateList[i]->getTransform();
  407. Vector<HSceneObject> clonedObjects = CmdCloneSO::execute(duplicateList, message);
  408. for(UINT32 i = 0; i < (UINT32)clonedObjects.size(); i++)
  409. {
  410. const Transform& tfrm = savedTransforms[i];
  411. clonedObjects[i]->setWorldPosition(tfrm.getPosition());
  412. clonedObjects[i]->setWorldRotation(tfrm.getRotation());
  413. clonedObjects[i]->setWorldScale(tfrm.getScale());
  414. }
  415. onModified();
  416. }
  417. void GUISceneTreeView::copySelection()
  418. {
  419. clearCopyList();
  420. for (auto& selectedElem : mSelectedElements)
  421. {
  422. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  423. mCopyList.push_back(sceneElement->mSceneObject);
  424. }
  425. mCutFlag = false;
  426. }
  427. void GUISceneTreeView::cutSelection()
  428. {
  429. clearCopyList();
  430. for (auto& selectedElem : mSelectedElements)
  431. {
  432. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  433. mCopyList.push_back(sceneElement->mSceneObject);
  434. sceneElement->mIsCut = true;
  435. updateElementGUI(sceneElement);
  436. }
  437. mCutFlag = true;
  438. _markLayoutAsDirty();
  439. }
  440. void GUISceneTreeView::paste()
  441. {
  442. cleanDuplicates(mCopyList);
  443. if (mCopyList.size() == 0)
  444. return;
  445. HSceneObject parent = mRootElement.mSceneObject;
  446. if (mSelectedElements.size() > 0)
  447. {
  448. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(mSelectedElements[0].element);
  449. parent = sceneElement->mSceneObject;
  450. }
  451. if (mCutFlag)
  452. {
  453. String message;
  454. if (mCopyList.size() == 1)
  455. message = "Moved " + mCopyList[0]->getName();
  456. else
  457. message = "Moved " + toString((UINT32)mCopyList.size()) + " elements";
  458. CmdReparentSO::execute(mCopyList, parent, message);
  459. clearCopyList();
  460. }
  461. else
  462. {
  463. String message;
  464. if (mCopyList.size() == 1)
  465. message = "Copied " + mCopyList[0]->getName();
  466. else
  467. message = "Copied " + toString((UINT32)mCopyList.size()) + " elements";
  468. Vector<HSceneObject> clones = CmdCloneSO::execute(mCopyList, message);
  469. for (auto& clone : clones)
  470. clone->setParent(parent);
  471. }
  472. onModified();
  473. }
  474. void GUISceneTreeView::clearCopyList()
  475. {
  476. for (auto& so : mCopyList)
  477. {
  478. if (so.isDestroyed())
  479. continue;
  480. TreeElement* treeElem = findTreeElement(so);
  481. if (treeElem != nullptr)
  482. {
  483. treeElem->mIsCut = false;
  484. updateElementGUI(treeElem);
  485. }
  486. }
  487. mCopyList.clear();
  488. _markLayoutAsDirty();
  489. }
  490. SPtr<SceneTreeViewState> GUISceneTreeView::getState() const
  491. {
  492. const TreeElement* root = &mRootElement;
  493. SPtr<SceneTreeViewState> state = bs_shared_ptr_new<SceneTreeViewState>();
  494. recurse(static_cast<SceneTreeElement*>(const_cast<TreeElement*>(root)), [state](SceneTreeElement* element)
  495. {
  496. if(!element->mSceneObject.isDestroyed())
  497. state->elements.push_back({ element->mSceneObject, element->mIsExpanded });
  498. });
  499. return state;
  500. }
  501. void GUISceneTreeView::setState(const SPtr<SceneTreeViewState>& state)
  502. {
  503. UnorderedMap<UINT64, bool> lookup;
  504. for(auto& entry : state->elements)
  505. {
  506. if(entry.sceneObject.isDestroyed())
  507. continue;
  508. lookup[entry.sceneObject->getInstanceId()] = entry.isExpanded;
  509. }
  510. recurse(static_cast<SceneTreeElement*>(&mRootElement), [this, &lookup](SceneTreeElement* element)
  511. {
  512. if(element->mSceneObject.isDestroyed())
  513. return;
  514. UINT64 instanceId = element->mSceneObject->getInstanceId();
  515. auto iterFind = lookup.find(instanceId);
  516. if(iterFind != lookup.end())
  517. {
  518. if(iterFind->second)
  519. expandElement(element);
  520. else
  521. collapseElement(element);
  522. }
  523. });
  524. }
  525. void GUISceneTreeView::createNewSO()
  526. {
  527. HSceneObject newSO = CmdCreateSO::execute("New", 0, "Created a new SceneObject");
  528. if (!mSelectedElements.empty())
  529. {
  530. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(mSelectedElements[0].element);
  531. newSO->setParent(sceneElement->mSceneObject);
  532. }
  533. updateTreeElementHierarchy();
  534. TreeElement* newTreeElement = findTreeElement(newSO);
  535. expandToElement(newTreeElement);
  536. setSelection({ newSO });
  537. renameSelected();
  538. onModified();
  539. }
  540. void GUISceneTreeView::cleanDuplicates(Vector<HSceneObject>& objects)
  541. {
  542. auto isChildOf = [&](const HSceneObject& parent, const HSceneObject& child)
  543. {
  544. HSceneObject elem = child;
  545. while (elem != nullptr && elem != parent)
  546. elem = elem->getParent();
  547. return elem == parent;
  548. };
  549. Vector<HSceneObject> cleanList;
  550. for (UINT32 i = 0; i < (UINT32)objects.size(); i++)
  551. {
  552. bool foundParent = false;
  553. for (UINT32 j = 0; j < (UINT32)objects.size(); j++)
  554. {
  555. if (i != j && isChildOf(objects[j], objects[i]))
  556. {
  557. foundParent = true;
  558. break;
  559. }
  560. }
  561. if (!foundParent)
  562. cleanList.push_back(objects[i]);
  563. }
  564. objects = cleanList;
  565. }
  566. const String& GUISceneTreeView::getGUITypeName()
  567. {
  568. static String typeName = "SceneTreeView";
  569. return typeName;
  570. }
  571. }