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