BsGUISceneTreeView.cpp 10 KB

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  1. #include "BsGUISceneTreeView.h"
  2. #include "BsSceneObject.h"
  3. #include "BsSceneManager.h"
  4. #include "BsGUISkin.h"
  5. #include "BsCmdEditPlainFieldGO.h"
  6. #include "BsDragAndDropManager.h"
  7. #include "BsCmdReparentSO.h"
  8. #include "BsSelection.h"
  9. namespace BansheeEngine
  10. {
  11. const MessageId GUISceneTreeView::SELECTION_CHANGED_MSG = MessageId("SceneTreeView_SelectionChanged");
  12. DraggedSceneObjects::DraggedSceneObjects(UINT32 numObjects)
  13. :numObjects(numObjects)
  14. {
  15. objects = bs_newN<HSceneObject>(numObjects);
  16. }
  17. DraggedSceneObjects::~DraggedSceneObjects()
  18. {
  19. bs_deleteN(objects, numObjects);
  20. objects = nullptr;
  21. }
  22. GUISceneTreeView::GUISceneTreeView(const String& backgroundStyle, const String& elementBtnStyle,
  23. const String& foldoutBtnStyle, const String& selectionBackgroundStyle, const String& editBoxStyle,
  24. const String& dragHighlightStyle, const String& dragSepHighlightStyle, const GUIDimensions& dimensions)
  25. :GUITreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle,
  26. dragSepHighlightStyle, dimensions)
  27. {
  28. SceneTreeViewLocator::_provide(this);
  29. }
  30. GUISceneTreeView::~GUISceneTreeView()
  31. {
  32. SceneTreeViewLocator::_provide(nullptr);
  33. }
  34. GUISceneTreeView* GUISceneTreeView::create(const String& backgroundStyle, const String& elementBtnStyle,
  35. const String& foldoutBtnStyle, const String& selectionBackgroundStyle, const String& editBoxStyle, const String& dragHighlightStyle,
  36. const String& dragSepHighlightStyle)
  37. {
  38. return new (bs_alloc<GUISceneTreeView, PoolAlloc>()) GUISceneTreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle,
  39. selectionBackgroundStyle, editBoxStyle, dragHighlightStyle, dragSepHighlightStyle, GUIDimensions::create());
  40. }
  41. GUISceneTreeView* GUISceneTreeView::create(const GUIOptions& options, const String& backgroundStyle,
  42. const String& elementBtnStyle, const String& foldoutBtnStyle, const String& selectionBackgroundStyle,
  43. const String& editBoxStyle, const String& dragHighlightStyle, const String& dragSepHighlightStyle)
  44. {
  45. return new (bs_alloc<GUISceneTreeView, PoolAlloc>()) GUISceneTreeView(backgroundStyle, elementBtnStyle,
  46. foldoutBtnStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle, dragSepHighlightStyle, GUIDimensions::create(options));
  47. }
  48. void GUISceneTreeView::updateTreeElement(SceneTreeElement* element)
  49. {
  50. HSceneObject currentSO = element->mSceneObject;
  51. // Check if SceneObject has changed in any way and update the tree element
  52. // Early exit case - Most commonly there will be no changes between active and cached data so
  53. // we first do a quick check in order to avoid expensive comparison later
  54. bool completeMatch = true;
  55. UINT32 visibleChildCount = 0;
  56. for (UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  57. {
  58. if (i >= element->mChildren.size())
  59. {
  60. completeMatch = false;
  61. break;
  62. }
  63. HSceneObject currentSOChild = currentSO->getChild(i);
  64. #if BS_DEBUG_MODE == 0
  65. if (currentSOChild->hasFlag(SOF_Internal))
  66. continue;
  67. #endif
  68. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[visibleChildCount]);
  69. visibleChildCount++;
  70. UINT64 curId = currentSOChild->getInstanceId();
  71. if (curId != currentChild->mId)
  72. {
  73. completeMatch = false;
  74. break;
  75. }
  76. }
  77. completeMatch &= visibleChildCount == element->mChildren.size();
  78. // Not a complete match, compare everything and insert/delete elements as needed
  79. bool needsUpdate = false;
  80. if(!completeMatch)
  81. {
  82. Vector<TreeElement*> newChildren;
  83. bool* tempToDelete = (bool*)stackAlloc(sizeof(bool) * (UINT32)element->mChildren.size());
  84. for(UINT32 i = 0; i < (UINT32)element->mChildren.size(); i++)
  85. tempToDelete[i] = true;
  86. for(UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  87. {
  88. HSceneObject currentSOChild = currentSO->getChild(i);
  89. #if BS_DEBUG_MODE == 0
  90. if (currentSOChild->hasFlag(SOF_Internal))
  91. continue;
  92. #endif
  93. UINT64 curId = currentSOChild->getInstanceId();
  94. bool found = false;
  95. for(UINT32 j = 0; j < element->mChildren.size(); j++)
  96. {
  97. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[j]);
  98. if(curId == currentChild->mId)
  99. {
  100. tempToDelete[j] = false;
  101. currentChild->mSortedIdx = (UINT32)newChildren.size();
  102. newChildren.push_back(currentChild);
  103. found = true;
  104. break;
  105. }
  106. }
  107. if(!found)
  108. {
  109. SceneTreeElement* newChild = bs_new<SceneTreeElement>();
  110. newChild->mParent = element;
  111. newChild->mSceneObject = currentSOChild;
  112. newChild->mId = currentSOChild->getInstanceId();
  113. newChild->mName = currentSOChild->getName();
  114. newChild->mSortedIdx = (UINT32)newChildren.size();
  115. newChild->mIsVisible = element->mIsVisible && element->mIsExpanded;
  116. newChildren.push_back(newChild);
  117. updateElementGUI(newChild);
  118. }
  119. }
  120. for(UINT32 i = 0; i < element->mChildren.size(); i++)
  121. {
  122. if(!tempToDelete[i])
  123. continue;
  124. deleteTreeElementInternal(element->mChildren[i]);
  125. }
  126. stackDeallocLast(tempToDelete);
  127. element->mChildren = newChildren;
  128. needsUpdate = true;
  129. }
  130. // Check if name needs updating
  131. const String& name = element->mSceneObject->getName();
  132. if(element->mName != name)
  133. {
  134. element->mName = name;
  135. needsUpdate = true;
  136. }
  137. if(needsUpdate)
  138. updateElementGUI(element);
  139. // Calculate the sorted index of the element based on its name
  140. TreeElement* parent = element->mParent;
  141. if(parent != nullptr)
  142. {
  143. for(UINT32 i = 0; i < (UINT32)parent->mChildren.size(); i++)
  144. {
  145. INT32 stringCompare = element->mName.compare(parent->mChildren[i]->mName);
  146. if(stringCompare > 0)
  147. {
  148. if(element->mSortedIdx < parent->mChildren[i]->mSortedIdx)
  149. std::swap(element->mSortedIdx, parent->mChildren[i]->mSortedIdx);
  150. }
  151. else if(stringCompare < 0)
  152. {
  153. if(element->mSortedIdx > parent->mChildren[i]->mSortedIdx)
  154. std::swap(element->mSortedIdx, parent->mChildren[i]->mSortedIdx);
  155. }
  156. }
  157. }
  158. for(UINT32 i = 0; i < (UINT32)element->mChildren.size(); i++)
  159. {
  160. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(element->mChildren[i]);
  161. updateTreeElement(sceneElement);
  162. }
  163. }
  164. void GUISceneTreeView::updateTreeElementHierarchy()
  165. {
  166. HSceneObject root = gCoreSceneManager().getRootNode();
  167. mRootElement.mSceneObject = root;
  168. mRootElement.mId = root->getInstanceId();
  169. mRootElement.mSortedIdx = 0;
  170. mRootElement.mIsExpanded = true;
  171. updateTreeElement(&mRootElement);
  172. }
  173. void GUISceneTreeView::renameTreeElement(GUITreeView::TreeElement* element, const WString& name)
  174. {
  175. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(element);
  176. CmdEditPlainFieldGO<String>::execute(sceneTreeElement->mSceneObject, "mName", toString(name));
  177. }
  178. void GUISceneTreeView::deleteTreeElement(TreeElement* element)
  179. {
  180. // TODO - Actually delete the scene object
  181. }
  182. void GUISceneTreeView::deleteTreeElementInternal(GUITreeView::TreeElement* element)
  183. {
  184. closeTemporarilyExpandedElements(); // In case this element is one of them
  185. if(element->mIsSelected)
  186. unselectElement(element);
  187. bs_delete(element);
  188. }
  189. bool GUISceneTreeView::acceptDragAndDrop() const
  190. {
  191. return DragAndDropManager::instance().isDragInProgress() && DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject;
  192. }
  193. void GUISceneTreeView::dragAndDropStart()
  194. {
  195. DraggedSceneObjects* draggedSceneObjects = bs_new<DraggedSceneObjects>((UINT32)mSelectedElements.size());
  196. UINT32 cnt = 0;
  197. for(auto& selectedElement : mSelectedElements)
  198. {
  199. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElement.element);
  200. draggedSceneObjects->objects[cnt] = sceneTreeElement->mSceneObject;
  201. cnt++;
  202. }
  203. DragAndDropManager::instance().startDrag((UINT32)DragAndDropType::SceneObject, (void*)draggedSceneObjects,
  204. std::bind(&GUISceneTreeView::dragAndDropFinalize, this), true);
  205. }
  206. void GUISceneTreeView::dragAndDropEnded(TreeElement* overTreeElement)
  207. {
  208. if(overTreeElement != nullptr)
  209. {
  210. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  211. Vector<HSceneObject> sceneObjects;
  212. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  213. HSceneObject newParent = sceneTreeElement->mSceneObject;
  214. for(UINT32 i = 0; i < draggedSceneObjects->numObjects; i++)
  215. {
  216. if(draggedSceneObjects->objects[i] != newParent)
  217. sceneObjects.push_back(draggedSceneObjects->objects[i]);
  218. }
  219. CmdReparentSO::execute(sceneObjects, newParent);
  220. }
  221. }
  222. void GUISceneTreeView::dragAndDropFinalize()
  223. {
  224. mDragInProgress = false;
  225. _markContentAsDirty();
  226. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  227. bs_delete(draggedSceneObjects);
  228. }
  229. bool GUISceneTreeView::_acceptDragAndDrop(const Vector2I position, UINT32 typeId) const
  230. {
  231. return typeId == (UINT32)DragAndDropType::SceneObject;
  232. }
  233. void GUISceneTreeView::selectionChanged()
  234. {
  235. onSelectionChanged();
  236. sendMessage(SELECTION_CHANGED_MSG);
  237. }
  238. Vector<HSceneObject> GUISceneTreeView::getSelection() const
  239. {
  240. Vector<HSceneObject> selectedSOs;
  241. for (auto& selectedElem : mSelectedElements)
  242. {
  243. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElem.element);
  244. selectedSOs.push_back(sceneTreeElement->mSceneObject);
  245. }
  246. return selectedSOs;
  247. }
  248. void GUISceneTreeView::setSelection(const Vector<HSceneObject>& objects)
  249. {
  250. unselectAll();
  251. SceneTreeElement& root = mRootElement;
  252. Stack<SceneTreeElement*> todo;
  253. todo.push(&mRootElement);
  254. while (!todo.empty())
  255. {
  256. SceneTreeElement* currentElem = todo.top();
  257. todo.pop();
  258. auto iterFind = std::find(objects.begin(), objects.end(), currentElem->mSceneObject);
  259. if (iterFind != objects.end())
  260. {
  261. expandToElement(currentElem);
  262. selectElement(currentElem);
  263. }
  264. for (auto& child : currentElem->mChildren)
  265. {
  266. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  267. todo.push(sceneChild);
  268. }
  269. }
  270. }
  271. const String& GUISceneTreeView::getGUITypeName()
  272. {
  273. static String typeName = "SceneTreeView";
  274. return typeName;
  275. }
  276. }