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