BsGUISceneTreeView.cpp 20 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/BsCmdRecordSO.h"
  8. #include "UndoRedo/BsCmdReparentSO.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().getRootNode();
  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. CmdRecordSO::execute(so, false, "Renamed \"" + so->getName() + "\"");
  224. so->setName(name);
  225. onModified();
  226. }
  227. void GUISceneTreeView::deleteTreeElement(TreeElement* element)
  228. {
  229. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(element);
  230. HSceneObject so = sceneTreeElement->mSceneObject;
  231. CmdDeleteSO::execute(so, "Deleted \"" + so->getName() + "\"");
  232. onModified();
  233. }
  234. void GUISceneTreeView::deleteTreeElementInternal(GUITreeView::TreeElement* element)
  235. {
  236. closeTemporarilyExpandedElements(); // In case this element is one of them
  237. for(auto& child : element->mChildren)
  238. deleteTreeElementInternal(child);
  239. element->mChildren.clear();
  240. if (element->mIsHighlighted)
  241. clearPing();
  242. if(element->mIsSelected)
  243. unselectElement(element);
  244. bs_delete(element);
  245. }
  246. bool GUISceneTreeView::acceptDragAndDrop() const
  247. {
  248. return DragAndDropManager::instance().isDragInProgress() &&
  249. (DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject ||
  250. DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::Resources);
  251. }
  252. void GUISceneTreeView::dragAndDropStart(const Vector<TreeElement*>& elements)
  253. {
  254. DraggedSceneObjects* draggedSceneObjects = bs_new<DraggedSceneObjects>((UINT32)elements.size());
  255. UINT32 cnt = 0;
  256. for(auto& entry : elements)
  257. {
  258. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(entry);
  259. draggedSceneObjects->objects[cnt] = sceneTreeElement->mSceneObject;
  260. cnt++;
  261. }
  262. DragAndDropManager::instance().startDrag((UINT32)DragAndDropType::SceneObject, (void*)draggedSceneObjects,
  263. std::bind(&GUISceneTreeView::dragAndDropFinalize, this), false);
  264. }
  265. void GUISceneTreeView::dragAndDropEnded(TreeElement* overTreeElement)
  266. {
  267. UINT32 dragTypeId = DragAndDropManager::instance().getDragTypeId();
  268. if (dragTypeId == (UINT32)DragAndDropType::SceneObject)
  269. {
  270. if (overTreeElement != nullptr)
  271. {
  272. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  273. Vector<HSceneObject> sceneObjects;
  274. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  275. HSceneObject newParent = sceneTreeElement->mSceneObject;
  276. for (UINT32 i = 0; i < draggedSceneObjects->numObjects; i++)
  277. {
  278. if (draggedSceneObjects->objects[i] != newParent)
  279. sceneObjects.push_back(draggedSceneObjects->objects[i]);
  280. }
  281. CmdReparentSO::execute(sceneObjects, newParent);
  282. onModified();
  283. }
  284. }
  285. else if (dragTypeId == (UINT32)DragAndDropType::Resources)
  286. {
  287. DraggedResources* draggedResources = reinterpret_cast<DraggedResources*>(DragAndDropManager::instance().getDragData());
  288. HSceneObject newParent;
  289. if (overTreeElement != nullptr)
  290. {
  291. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  292. newParent = sceneTreeElement->mSceneObject;
  293. }
  294. onResourceDropped(newParent, draggedResources->resourcePaths);
  295. }
  296. }
  297. void GUISceneTreeView::dragAndDropFinalize()
  298. {
  299. mDragInProgress = false;
  300. _markLayoutAsDirty();
  301. if (DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject)
  302. {
  303. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  304. bs_delete(draggedSceneObjects);
  305. }
  306. }
  307. bool GUISceneTreeView::_acceptDragAndDrop(const Vector2I position, UINT32 typeId) const
  308. {
  309. return (typeId == (UINT32)DragAndDropType::SceneObject || typeId == (UINT32)DragAndDropType::Resources) && !_isDisabled();
  310. }
  311. void GUISceneTreeView::selectionChanged()
  312. {
  313. onSelectionChanged();
  314. sendMessage(SELECTION_CHANGED_MSG);
  315. }
  316. Vector<HSceneObject> GUISceneTreeView::getSelection() const
  317. {
  318. Vector<HSceneObject> selectedSOs;
  319. for (auto& selectedElem : mSelectedElements)
  320. {
  321. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElem.element);
  322. selectedSOs.push_back(sceneTreeElement->mSceneObject);
  323. }
  324. return selectedSOs;
  325. }
  326. void GUISceneTreeView::setSelection(const Vector<HSceneObject>& objects)
  327. {
  328. unselectAll(false);
  329. // Note: I could queue the selection update until after the next frame in order to avoid the hierarchy update here
  330. // for better performance.
  331. updateTreeElementHierarchy();
  332. Stack<SceneTreeElement*> todo;
  333. todo.push(&mRootElement);
  334. while (!todo.empty())
  335. {
  336. SceneTreeElement* currentElem = todo.top();
  337. todo.pop();
  338. auto iterFind = std::find(objects.begin(), objects.end(), currentElem->mSceneObject);
  339. if (iterFind != objects.end())
  340. {
  341. expandToElement(currentElem);
  342. selectElement(currentElem);
  343. }
  344. for (auto& child : currentElem->mChildren)
  345. {
  346. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  347. todo.push(sceneChild);
  348. }
  349. }
  350. }
  351. void GUISceneTreeView::ping(const HSceneObject& object)
  352. {
  353. Stack<SceneTreeElement*> todo;
  354. todo.push(&mRootElement);
  355. while (!todo.empty())
  356. {
  357. SceneTreeElement* currentElem = todo.top();
  358. todo.pop();
  359. if (currentElem->mSceneObject == object)
  360. {
  361. GUITreeView::ping(currentElem);
  362. break;
  363. }
  364. for (auto& child : currentElem->mChildren)
  365. {
  366. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  367. todo.push(sceneChild);
  368. }
  369. }
  370. }
  371. GUISceneTreeView::SceneTreeElement* GUISceneTreeView::findTreeElement(const HSceneObject& so)
  372. {
  373. Stack<SceneTreeElement*> todo;
  374. todo.push(&mRootElement);
  375. while (!todo.empty())
  376. {
  377. SceneTreeElement* currentElem = todo.top();
  378. todo.pop();
  379. if (so == currentElem->mSceneObject)
  380. return currentElem;
  381. for (auto& child : currentElem->mChildren)
  382. {
  383. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  384. todo.push(sceneChild);
  385. }
  386. }
  387. return nullptr;
  388. }
  389. void GUISceneTreeView::duplicateSelection()
  390. {
  391. Vector<HSceneObject> duplicateList;
  392. for (auto& selectedElem : mSelectedElements)
  393. {
  394. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  395. duplicateList.push_back(sceneElement->mSceneObject);
  396. }
  397. cleanDuplicates(duplicateList);
  398. if (duplicateList.size() == 0)
  399. return;
  400. String message;
  401. if (duplicateList.size() == 1)
  402. message = "Duplicated " + duplicateList[0]->getName();
  403. else
  404. message = "Duplicated " + toString((UINT32)duplicateList.size()) + " elements";
  405. Vector<Transform> savedTransforms(duplicateList.size());
  406. for(UINT32 i = 0; i < (UINT32)duplicateList.size(); i++)
  407. savedTransforms[i] = duplicateList[i]->getTransform();
  408. Vector<HSceneObject> clonedObjects = CmdCloneSO::execute(duplicateList, message);
  409. for(UINT32 i = 0; i < (UINT32)clonedObjects.size(); i++)
  410. {
  411. const Transform& tfrm = savedTransforms[i];
  412. clonedObjects[i]->setWorldPosition(tfrm.getPosition());
  413. clonedObjects[i]->setWorldRotation(tfrm.getRotation());
  414. clonedObjects[i]->setWorldScale(tfrm.getScale());
  415. }
  416. onModified();
  417. }
  418. void GUISceneTreeView::copySelection()
  419. {
  420. clearCopyList();
  421. for (auto& selectedElem : mSelectedElements)
  422. {
  423. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  424. mCopyList.push_back(sceneElement->mSceneObject);
  425. }
  426. mCutFlag = false;
  427. }
  428. void GUISceneTreeView::cutSelection()
  429. {
  430. clearCopyList();
  431. for (auto& selectedElem : mSelectedElements)
  432. {
  433. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  434. mCopyList.push_back(sceneElement->mSceneObject);
  435. sceneElement->mIsCut = true;
  436. updateElementGUI(sceneElement);
  437. }
  438. mCutFlag = true;
  439. _markLayoutAsDirty();
  440. }
  441. void GUISceneTreeView::paste()
  442. {
  443. cleanDuplicates(mCopyList);
  444. if (mCopyList.size() == 0)
  445. return;
  446. HSceneObject parent = mRootElement.mSceneObject;
  447. if (mSelectedElements.size() > 0)
  448. {
  449. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(mSelectedElements[0].element);
  450. parent = sceneElement->mSceneObject;
  451. }
  452. if (mCutFlag)
  453. {
  454. String message;
  455. if (mCopyList.size() == 1)
  456. message = "Moved " + mCopyList[0]->getName();
  457. else
  458. message = "Moved " + toString((UINT32)mCopyList.size()) + " elements";
  459. CmdReparentSO::execute(mCopyList, parent, message);
  460. clearCopyList();
  461. }
  462. else
  463. {
  464. String message;
  465. if (mCopyList.size() == 1)
  466. message = "Copied " + mCopyList[0]->getName();
  467. else
  468. message = "Copied " + toString((UINT32)mCopyList.size()) + " elements";
  469. Vector<HSceneObject> clones = CmdCloneSO::execute(mCopyList, message);
  470. for (auto& clone : clones)
  471. clone->setParent(parent);
  472. }
  473. onModified();
  474. }
  475. void GUISceneTreeView::clearCopyList()
  476. {
  477. for (auto& so : mCopyList)
  478. {
  479. if (so.isDestroyed())
  480. continue;
  481. TreeElement* treeElem = findTreeElement(so);
  482. if (treeElem != nullptr)
  483. {
  484. treeElem->mIsCut = false;
  485. updateElementGUI(treeElem);
  486. }
  487. }
  488. mCopyList.clear();
  489. _markLayoutAsDirty();
  490. }
  491. void GUISceneTreeView::createNewSO()
  492. {
  493. HSceneObject newSO = CmdCreateSO::execute("New", 0, "Created a new SceneObject");
  494. if (!mSelectedElements.empty())
  495. {
  496. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(mSelectedElements[0].element);
  497. newSO->setParent(sceneElement->mSceneObject);
  498. }
  499. updateTreeElementHierarchy();
  500. TreeElement* newTreeElement = findTreeElement(newSO);
  501. expandToElement(newTreeElement);
  502. setSelection({ newSO });
  503. renameSelected();
  504. onModified();
  505. }
  506. void GUISceneTreeView::cleanDuplicates(Vector<HSceneObject>& objects)
  507. {
  508. auto isChildOf = [&](const HSceneObject& parent, const HSceneObject& child)
  509. {
  510. HSceneObject elem = child;
  511. while (elem != nullptr && elem != parent)
  512. elem = elem->getParent();
  513. return elem == parent;
  514. };
  515. Vector<HSceneObject> cleanList;
  516. for (UINT32 i = 0; i < (UINT32)objects.size(); i++)
  517. {
  518. bool foundParent = false;
  519. for (UINT32 j = 0; j < (UINT32)objects.size(); j++)
  520. {
  521. if (i != j && isChildOf(objects[j], objects[i]))
  522. {
  523. foundParent = true;
  524. break;
  525. }
  526. }
  527. if (!foundParent)
  528. cleanList.push_back(objects[i]);
  529. }
  530. objects = cleanList;
  531. }
  532. const String& GUISceneTreeView::getGUITypeName()
  533. {
  534. static String typeName = "SceneTreeView";
  535. return typeName;
  536. }
  537. }