BsGUISceneTreeView.cpp 20 KB

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