BsGUISceneTreeView.cpp 9.8 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. namespace BansheeEngine
  9. {
  10. DraggedSceneObjects::DraggedSceneObjects(UINT32 numObjects)
  11. :numObjects(numObjects)
  12. {
  13. objects = bs_newN<HSceneObject>(numObjects);
  14. }
  15. DraggedSceneObjects::~DraggedSceneObjects()
  16. {
  17. bs_deleteN(objects, numObjects);
  18. objects = nullptr;
  19. }
  20. GUISceneTreeView::GUISceneTreeView(const String& backgroundStyle, const String& elementBtnStyle,
  21. const String& foldoutBtnStyle, const String& selectionBackgroundStyle, const String& editBoxStyle,
  22. const String& dragHighlightStyle, const String& dragSepHighlightStyle, const GUILayoutOptions& layoutOptions)
  23. :GUITreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle,
  24. dragSepHighlightStyle, layoutOptions)
  25. {
  26. }
  27. GUISceneTreeView::~GUISceneTreeView()
  28. {
  29. }
  30. GUISceneTreeView* GUISceneTreeView::create(const String& backgroundStyle, const String& elementBtnStyle,
  31. const String& foldoutBtnStyle, const String& selectionBackgroundStyle, const String& editBoxStyle, const String& dragHighlightStyle,
  32. const String& dragSepHighlightStyle)
  33. {
  34. return new (bs_alloc<GUISceneTreeView, PoolAlloc>()) GUISceneTreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle,
  35. selectionBackgroundStyle, editBoxStyle, dragHighlightStyle, dragSepHighlightStyle, GUILayoutOptions::create());
  36. }
  37. GUISceneTreeView* GUISceneTreeView::create(const GUIOptions& options, const String& backgroundStyle,
  38. const String& elementBtnStyle, const String& foldoutBtnStyle, const String& selectionBackgroundStyle,
  39. const String& editBoxStyle, const String& dragHighlightStyle, const String& dragSepHighlightStyle)
  40. {
  41. return new (bs_alloc<GUISceneTreeView, PoolAlloc>()) GUISceneTreeView(backgroundStyle, elementBtnStyle,
  42. foldoutBtnStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle, dragSepHighlightStyle, GUILayoutOptions::create(options));
  43. }
  44. void GUISceneTreeView::updateTreeElement(SceneTreeElement* element)
  45. {
  46. HSceneObject currentSO = element->mSceneObject;
  47. // Check if SceneObject has changed in any way and update the tree element
  48. bool completeMatch = (UINT32)element->mChildren.size() == currentSO->getNumChildren();
  49. // Early exit case - Most commonly there will be no changes between active and cached data so
  50. // we first do a quick check in order to avoid expensive comparison later
  51. if(completeMatch)
  52. {
  53. for(UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  54. {
  55. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[i]);
  56. UINT64 curId = currentSO->getChild(i)->getInstanceId();
  57. if(curId != currentChild->mId)
  58. {
  59. completeMatch = false;
  60. break;
  61. }
  62. }
  63. }
  64. // Not a complete match, compare everything and insert/delete elements as needed
  65. bool needsUpdate = false;
  66. if(!completeMatch)
  67. {
  68. Vector<TreeElement*> newChildren;
  69. bool* tempToDelete = (bool*)stackAlloc(sizeof(bool) * (UINT32)element->mChildren.size());
  70. for(UINT32 i = 0; i < (UINT32)element->mChildren.size(); i++)
  71. tempToDelete[i] = true;
  72. for(UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  73. {
  74. HSceneObject currentSOChild = currentSO->getChild(i);
  75. UINT64 curId = currentSOChild->getInstanceId();
  76. bool found = false;
  77. for(UINT32 j = 0; j < element->mChildren.size(); j++)
  78. {
  79. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[j]);
  80. if(curId == currentChild->mId)
  81. {
  82. tempToDelete[j] = false;
  83. currentChild->mSortedIdx = (UINT32)newChildren.size();
  84. newChildren.push_back(currentChild);
  85. found = true;
  86. break;
  87. }
  88. }
  89. if(!found)
  90. {
  91. SceneTreeElement* newChild = bs_new<SceneTreeElement>();
  92. newChild->mParent = element;
  93. newChild->mSceneObject = currentSOChild;
  94. newChild->mId = currentSOChild->getInstanceId();
  95. newChild->mName = currentSOChild->getName();
  96. newChild->mSortedIdx = (UINT32)newChildren.size();
  97. newChild->mIsVisible = element->mIsVisible && element->mIsExpanded;
  98. newChildren.push_back(newChild);
  99. updateElementGUI(newChild);
  100. }
  101. }
  102. for(UINT32 i = 0; i < element->mChildren.size(); i++)
  103. {
  104. if(!tempToDelete[i])
  105. continue;
  106. deleteTreeElementInternal(element->mChildren[i]);
  107. }
  108. stackDeallocLast(tempToDelete);
  109. element->mChildren = newChildren;
  110. needsUpdate = true;
  111. }
  112. // Check if name needs updating
  113. const String& name = element->mSceneObject->getName();
  114. if(element->mName != name)
  115. {
  116. element->mName = name;
  117. needsUpdate = true;
  118. }
  119. if(needsUpdate)
  120. updateElementGUI(element);
  121. // Calculate the sorted index of the element based on its name
  122. TreeElement* parent = element->mParent;
  123. if(parent != nullptr)
  124. {
  125. for(UINT32 i = 0; i < (UINT32)parent->mChildren.size(); i++)
  126. {
  127. INT32 stringCompare = element->mName.compare(parent->mChildren[i]->mName);
  128. if(stringCompare > 0)
  129. {
  130. if(element->mSortedIdx < parent->mChildren[i]->mSortedIdx)
  131. std::swap(element->mSortedIdx, parent->mChildren[i]->mSortedIdx);
  132. }
  133. else if(stringCompare < 0)
  134. {
  135. if(element->mSortedIdx > parent->mChildren[i]->mSortedIdx)
  136. std::swap(element->mSortedIdx, parent->mChildren[i]->mSortedIdx);
  137. }
  138. }
  139. }
  140. for(UINT32 i = 0; i < (UINT32)element->mChildren.size(); i++)
  141. {
  142. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(element->mChildren[i]);
  143. updateTreeElement(sceneElement);
  144. }
  145. }
  146. void GUISceneTreeView::updateTreeElementHierarchy()
  147. {
  148. HSceneObject root = gCoreSceneManager().getRootNode();
  149. mRootElement.mSceneObject = root;
  150. mRootElement.mId = root->getInstanceId();
  151. mRootElement.mSortedIdx = 0;
  152. mRootElement.mIsExpanded = true;
  153. updateTreeElement(&mRootElement);
  154. }
  155. void GUISceneTreeView::renameTreeElement(GUITreeView::TreeElement* element, const WString& name)
  156. {
  157. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(element);
  158. CmdEditPlainFieldGO<String>::execute(sceneTreeElement->mSceneObject, "mName", toString(name));
  159. }
  160. void GUISceneTreeView::deleteTreeElement(TreeElement* element)
  161. {
  162. // TODO - Actually delete the scene object
  163. }
  164. void GUISceneTreeView::deleteTreeElementInternal(GUITreeView::TreeElement* element)
  165. {
  166. closeTemporarilyExpandedElements(); // In case this element is one of them
  167. if(element->mIsSelected)
  168. unselectElement(element);
  169. bs_delete(element);
  170. }
  171. bool GUISceneTreeView::acceptDragAndDrop() const
  172. {
  173. return DragAndDropManager::instance().isDragInProgress() && DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject;
  174. }
  175. void GUISceneTreeView::dragAndDropStart()
  176. {
  177. DraggedSceneObjects* draggedSceneObjects = bs_new<DraggedSceneObjects>((UINT32)mSelectedElements.size());
  178. UINT32 cnt = 0;
  179. for(auto& selectedElement : mSelectedElements)
  180. {
  181. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElement.element);
  182. draggedSceneObjects->objects[cnt] = sceneTreeElement->mSceneObject;
  183. cnt++;
  184. }
  185. DragAndDropManager::instance().startDrag((UINT32)DragAndDropType::SceneObject, (void*)draggedSceneObjects,
  186. std::bind(&GUISceneTreeView::dragAndDropFinalize, this), true);
  187. }
  188. void GUISceneTreeView::dragAndDropEnded(TreeElement* overTreeElement)
  189. {
  190. if(overTreeElement != nullptr)
  191. {
  192. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  193. Vector<HSceneObject> sceneObjects;
  194. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  195. HSceneObject newParent = sceneTreeElement->mSceneObject;
  196. for(UINT32 i = 0; i < draggedSceneObjects->numObjects; i++)
  197. {
  198. if(draggedSceneObjects->objects[i] != newParent)
  199. sceneObjects.push_back(draggedSceneObjects->objects[i]);
  200. }
  201. CmdReparentSO::execute(sceneObjects, newParent);
  202. }
  203. }
  204. void GUISceneTreeView::dragAndDropFinalize()
  205. {
  206. mDragInProgress = false;
  207. markContentAsDirty();
  208. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  209. bs_delete(draggedSceneObjects);
  210. }
  211. bool GUISceneTreeView::_acceptDragAndDrop(const Vector2I position, UINT32 typeId) const
  212. {
  213. return typeId == (UINT32)DragAndDropType::SceneObject;
  214. }
  215. void GUISceneTreeView::selectionChanged()
  216. {
  217. onSelectionChanged();
  218. }
  219. Vector<HSceneObject> GUISceneTreeView::getSelection() const
  220. {
  221. Vector<HSceneObject> selectedSOs;
  222. for (auto& selectedElem : mSelectedElements)
  223. {
  224. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElem.element);
  225. selectedSOs.push_back(sceneTreeElement->mSceneObject);
  226. }
  227. return selectedSOs;
  228. }
  229. void GUISceneTreeView::setSelection(const Vector<HSceneObject>& objects)
  230. {
  231. unselectAll();
  232. SceneTreeElement& root = mRootElement;
  233. Stack<SceneTreeElement*> todo;
  234. todo.push(&mRootElement);
  235. while (!todo.empty())
  236. {
  237. SceneTreeElement* currentElem = todo.top();
  238. todo.pop();
  239. auto iterFind = std::find(objects.begin(), objects.end(), currentElem->mSceneObject);
  240. if (iterFind != objects.end())
  241. {
  242. expandToElement(currentElem);
  243. selectElement(currentElem);
  244. }
  245. for (auto& child : currentElem->mChildren)
  246. {
  247. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  248. todo.push(sceneChild);
  249. }
  250. }
  251. }
  252. const String& GUISceneTreeView::getGUITypeName()
  253. {
  254. static String typeName = "SceneTreeView";
  255. return typeName;
  256. }
  257. }