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 "BsGUISceneTreeView.h"
  4. #include "BsSceneObject.h"
  5. #include "BsSceneManager.h"
  6. #include "BsGUISkin.h"
  7. #include "BsCmdRecordSO.h"
  8. #include "BsCmdReparentSO.h"
  9. #include "BsCmdDeleteSO.h"
  10. #include "BsCmdCloneSO.h"
  11. #include "BsCmdCreateSO.h"
  12. #include "BsCmdInstantiateSO.h"
  13. #include "BsDragAndDropManager.h"
  14. #include "BsSelection.h"
  15. #include "BsGUIResourceTreeView.h"
  16. #include "BsProjectLibrary.h"
  17. #include "BsProjectResourceMeta.h"
  18. #include "BsPrefab.h"
  19. #include "BsResources.h"
  20. #include "BsGUIContextMenu.h"
  21. namespace BansheeEngine
  22. {
  23. const MessageId GUISceneTreeView::SELECTION_CHANGED_MSG = MessageId("SceneTreeView_SelectionChanged");
  24. const Color GUISceneTreeView::PREFAB_TINT = Color(1.0f, (168.0f / 255.0f), 0.0f, 1.0f);
  25. DraggedSceneObjects::DraggedSceneObjects(UINT32 numObjects)
  26. :numObjects(numObjects)
  27. {
  28. objects = bs_newN<HSceneObject>(numObjects);
  29. }
  30. DraggedSceneObjects::~DraggedSceneObjects()
  31. {
  32. bs_deleteN(objects, numObjects);
  33. objects = nullptr;
  34. }
  35. GUISceneTreeView::GUISceneTreeView(const String& backgroundStyle, const String& elementBtnStyle,
  36. const String& foldoutBtnStyle, const String& highlightBackgroundStyle, const String& selectionBackgroundStyle,
  37. const String& editBoxStyle, const String& dragHighlightStyle, const String& dragSepHighlightStyle, const GUIDimensions& dimensions)
  38. :GUITreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle, highlightBackgroundStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle,
  39. dragSepHighlightStyle, dimensions), mCutFlag(false)
  40. {
  41. SceneTreeViewLocator::_provide(this);
  42. GUIContextMenuPtr contextMenu = bs_shared_ptr_new<GUIContextMenu>();
  43. contextMenu->addMenuItem(L"New", std::bind(&GUISceneTreeView::createNewSO, this), 50);
  44. contextMenu->addMenuItem(L"Rename", std::bind(&GUISceneTreeView::renameSelected, this), 49, ShortcutKey(ButtonModifier::None, BC_F2));
  45. contextMenu->addMenuItem(L"Delete", std::bind(&GUISceneTreeView::deleteSelection, this), 48, ShortcutKey(ButtonModifier::None, BC_DELETE));
  46. contextMenu->addSeparator(L"", 40);
  47. contextMenu->addMenuItem(L"Duplicate", std::bind(&GUISceneTreeView::duplicateSelection, this), 39, ShortcutKey(ButtonModifier::Ctrl, BC_D));
  48. contextMenu->addMenuItem(L"Copy", std::bind(&GUISceneTreeView::copySelection, this), 38, ShortcutKey(ButtonModifier::Ctrl, BC_C));
  49. contextMenu->addMenuItem(L"Cut", std::bind(&GUISceneTreeView::cutSelection, this), 37, ShortcutKey(ButtonModifier::Ctrl, BC_X));
  50. contextMenu->addMenuItem(L"Paste", std::bind(&GUISceneTreeView::paste, this), 36, ShortcutKey(ButtonModifier::Ctrl, BC_V));
  51. setContextMenu(contextMenu);
  52. }
  53. GUISceneTreeView::~GUISceneTreeView()
  54. {
  55. SceneTreeViewLocator::_remove(this);
  56. }
  57. GUISceneTreeView* GUISceneTreeView::create(const String& backgroundStyle, const String& elementBtnStyle, const String& foldoutBtnStyle,
  58. const String& highlightBackgroundStyle, const String& selectionBackgroundStyle, const String& editBoxStyle, const String& dragHighlightStyle,
  59. const String& dragSepHighlightStyle)
  60. {
  61. return new (bs_alloc<GUISceneTreeView>()) GUISceneTreeView(backgroundStyle, elementBtnStyle, foldoutBtnStyle,
  62. highlightBackgroundStyle, selectionBackgroundStyle, editBoxStyle, dragHighlightStyle, dragSepHighlightStyle, GUIDimensions::create());
  63. }
  64. GUISceneTreeView* GUISceneTreeView::create(const GUIOptions& options, const String& backgroundStyle, const String& elementBtnStyle,
  65. const String& foldoutBtnStyle, const String& highlightBackgroundStyle, const String& selectionBackgroundStyle,
  66. const String& editBoxStyle, const String& dragHighlightStyle, const String& dragSepHighlightStyle)
  67. {
  68. return new (bs_alloc<GUISceneTreeView>()) GUISceneTreeView(backgroundStyle, elementBtnStyle,
  69. foldoutBtnStyle, highlightBackgroundStyle, selectionBackgroundStyle, editBoxStyle,
  70. dragHighlightStyle, dragSepHighlightStyle, GUIDimensions::create(options));
  71. }
  72. void GUISceneTreeView::updateTreeElement(SceneTreeElement* element)
  73. {
  74. HSceneObject currentSO = element->mSceneObject;
  75. // Check if SceneObject has changed in any way and update the tree element
  76. // Early exit case - Most commonly there will be no changes between active and cached data so
  77. // we first do a quick check in order to avoid expensive comparison later
  78. bool completeMatch = true;
  79. UINT32 visibleChildCount = 0;
  80. for (UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  81. {
  82. if (i >= element->mChildren.size())
  83. {
  84. completeMatch = false;
  85. break;
  86. }
  87. HSceneObject currentSOChild = currentSO->getChild(i);
  88. #if BS_DEBUG_MODE == 0
  89. if (currentSOChild->hasFlag(SOF_Internal))
  90. continue;
  91. #endif
  92. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[visibleChildCount]);
  93. visibleChildCount++;
  94. UINT64 curId = currentSOChild->getInstanceId();
  95. if (curId != currentChild->mId)
  96. {
  97. completeMatch = false;
  98. break;
  99. }
  100. }
  101. completeMatch &= visibleChildCount == element->mChildren.size();
  102. // Not a complete match, compare everything and insert/delete elements as needed
  103. bool needsUpdate = false;
  104. if(!completeMatch)
  105. {
  106. Vector<TreeElement*> newChildren;
  107. bool* tempToDelete = (bool*)bs_stack_alloc(sizeof(bool) * (UINT32)element->mChildren.size());
  108. for(UINT32 i = 0; i < (UINT32)element->mChildren.size(); i++)
  109. tempToDelete[i] = true;
  110. for(UINT32 i = 0; i < currentSO->getNumChildren(); i++)
  111. {
  112. HSceneObject currentSOChild = currentSO->getChild(i);
  113. bool isInternal = currentSOChild->hasFlag(SOF_Internal);
  114. HSceneObject prefabParent = currentSOChild->getPrefabParent();
  115. // Only count it as a prefab instance if its not scene root (otherwise every object would be colored as a prefab)
  116. bool isPrefabInstance = prefabParent != nullptr && prefabParent->getParent() != nullptr;
  117. #if BS_DEBUG_MODE == 0
  118. if (isInternal)
  119. continue;
  120. #endif
  121. UINT64 curId = currentSOChild->getInstanceId();
  122. bool found = false;
  123. for(UINT32 j = 0; j < element->mChildren.size(); j++)
  124. {
  125. SceneTreeElement* currentChild = static_cast<SceneTreeElement*>(element->mChildren[j]);
  126. if(curId == currentChild->mId)
  127. {
  128. tempToDelete[j] = false;
  129. currentChild->mSortedIdx = (UINT32)newChildren.size();
  130. newChildren.push_back(currentChild);
  131. found = true;
  132. break;
  133. }
  134. }
  135. if(!found)
  136. {
  137. SceneTreeElement* newChild = bs_new<SceneTreeElement>();
  138. newChild->mParent = element;
  139. newChild->mSceneObject = currentSOChild;
  140. newChild->mId = currentSOChild->getInstanceId();
  141. newChild->mName = currentSOChild->getName();
  142. newChild->mSortedIdx = (UINT32)newChildren.size();
  143. newChild->mIsVisible = element->mIsVisible && element->mIsExpanded;
  144. newChild->mTint = isInternal ? Color::Red : (isPrefabInstance ? PREFAB_TINT : Color::White);
  145. newChild->mIsPrefabInstance = isPrefabInstance;
  146. newChildren.push_back(newChild);
  147. updateElementGUI(newChild);
  148. }
  149. }
  150. for(UINT32 i = 0; i < element->mChildren.size(); i++)
  151. {
  152. if(!tempToDelete[i])
  153. continue;
  154. deleteTreeElementInternal(element->mChildren[i]);
  155. }
  156. bs_stack_free(tempToDelete);
  157. element->mChildren = newChildren;
  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 = gCoreSceneManager().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 WString& name)
  220. {
  221. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(element);
  222. HSceneObject so = sceneTreeElement->mSceneObject;
  223. CmdRecordSO::execute(so, false, L"Renamed \"" + toWString(so->getName()) + L"\"");
  224. so->setName(toString(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, L"Deleted \"" + toWString(so->getName()) + L"\"");
  232. onModified();
  233. }
  234. void GUISceneTreeView::deleteTreeElementInternal(GUITreeView::TreeElement* element)
  235. {
  236. closeTemporarilyExpandedElements(); // In case this element is one of them
  237. if (element->mIsHighlighted)
  238. clearPing();
  239. if(element->mIsSelected)
  240. unselectElement(element);
  241. bs_delete(element);
  242. }
  243. bool GUISceneTreeView::acceptDragAndDrop() const
  244. {
  245. return DragAndDropManager::instance().isDragInProgress() &&
  246. (DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject ||
  247. DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::Resources);
  248. }
  249. void GUISceneTreeView::dragAndDropStart()
  250. {
  251. DraggedSceneObjects* draggedSceneObjects = bs_new<DraggedSceneObjects>((UINT32)mSelectedElements.size());
  252. UINT32 cnt = 0;
  253. for(auto& selectedElement : mSelectedElements)
  254. {
  255. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElement.element);
  256. draggedSceneObjects->objects[cnt] = sceneTreeElement->mSceneObject;
  257. cnt++;
  258. }
  259. DragAndDropManager::instance().startDrag((UINT32)DragAndDropType::SceneObject, (void*)draggedSceneObjects,
  260. std::bind(&GUISceneTreeView::dragAndDropFinalize, this), false);
  261. }
  262. void GUISceneTreeView::dragAndDropEnded(TreeElement* overTreeElement)
  263. {
  264. UINT32 dragTypeId = DragAndDropManager::instance().getDragTypeId();
  265. if (dragTypeId == (UINT32)DragAndDropType::SceneObject)
  266. {
  267. if (overTreeElement != nullptr)
  268. {
  269. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  270. Vector<HSceneObject> sceneObjects;
  271. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  272. HSceneObject newParent = sceneTreeElement->mSceneObject;
  273. for (UINT32 i = 0; i < draggedSceneObjects->numObjects; i++)
  274. {
  275. if (draggedSceneObjects->objects[i] != newParent)
  276. sceneObjects.push_back(draggedSceneObjects->objects[i]);
  277. }
  278. CmdReparentSO::execute(sceneObjects, newParent);
  279. onModified();
  280. }
  281. }
  282. else if (dragTypeId == (UINT32)DragAndDropType::Resources)
  283. {
  284. DraggedResources* draggedResources = reinterpret_cast<DraggedResources*>(DragAndDropManager::instance().getDragData());
  285. HSceneObject newParent;
  286. if (overTreeElement != nullptr)
  287. {
  288. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(overTreeElement);
  289. newParent = sceneTreeElement->mSceneObject;
  290. }
  291. onResourceDropped(newParent, draggedResources->resourcePaths);
  292. }
  293. }
  294. void GUISceneTreeView::dragAndDropFinalize()
  295. {
  296. mDragInProgress = false;
  297. _markLayoutAsDirty();
  298. if (DragAndDropManager::instance().getDragTypeId() == (UINT32)DragAndDropType::SceneObject)
  299. {
  300. DraggedSceneObjects* draggedSceneObjects = reinterpret_cast<DraggedSceneObjects*>(DragAndDropManager::instance().getDragData());
  301. bs_delete(draggedSceneObjects);
  302. }
  303. }
  304. bool GUISceneTreeView::_acceptDragAndDrop(const Vector2I position, UINT32 typeId) const
  305. {
  306. return (typeId == (UINT32)DragAndDropType::SceneObject || typeId == (UINT32)DragAndDropType::Resources) && !_isDisabled();
  307. }
  308. void GUISceneTreeView::selectionChanged()
  309. {
  310. onSelectionChanged();
  311. sendMessage(SELECTION_CHANGED_MSG);
  312. }
  313. Vector<HSceneObject> GUISceneTreeView::getSelection() const
  314. {
  315. Vector<HSceneObject> selectedSOs;
  316. for (auto& selectedElem : mSelectedElements)
  317. {
  318. SceneTreeElement* sceneTreeElement = static_cast<SceneTreeElement*>(selectedElem.element);
  319. selectedSOs.push_back(sceneTreeElement->mSceneObject);
  320. }
  321. return selectedSOs;
  322. }
  323. void GUISceneTreeView::setSelection(const Vector<HSceneObject>& objects)
  324. {
  325. unselectAll(false);
  326. // Note: I could queue the selection update until after the next frame in order to avoid the hierarchy update here
  327. // for better performance.
  328. updateTreeElementHierarchy();
  329. SceneTreeElement& root = mRootElement;
  330. Stack<SceneTreeElement*> todo;
  331. todo.push(&mRootElement);
  332. while (!todo.empty())
  333. {
  334. SceneTreeElement* currentElem = todo.top();
  335. todo.pop();
  336. auto iterFind = std::find(objects.begin(), objects.end(), currentElem->mSceneObject);
  337. if (iterFind != objects.end())
  338. {
  339. expandToElement(currentElem);
  340. selectElement(currentElem);
  341. }
  342. for (auto& child : currentElem->mChildren)
  343. {
  344. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  345. todo.push(sceneChild);
  346. }
  347. }
  348. }
  349. void GUISceneTreeView::ping(const HSceneObject& object)
  350. {
  351. SceneTreeElement& root = mRootElement;
  352. Stack<SceneTreeElement*> todo;
  353. todo.push(&mRootElement);
  354. while (!todo.empty())
  355. {
  356. SceneTreeElement* currentElem = todo.top();
  357. todo.pop();
  358. if (currentElem->mSceneObject == object)
  359. {
  360. GUITreeView::ping(currentElem);
  361. break;
  362. }
  363. for (auto& child : currentElem->mChildren)
  364. {
  365. SceneTreeElement* sceneChild = static_cast<SceneTreeElement*>(child);
  366. todo.push(sceneChild);
  367. }
  368. }
  369. }
  370. GUISceneTreeView::SceneTreeElement* GUISceneTreeView::findTreeElement(const HSceneObject& so)
  371. {
  372. SceneTreeElement& root = mRootElement;
  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. WString message;
  401. if (duplicateList.size() == 1)
  402. message = L"Duplicated " + toWString(duplicateList[0]->getName());
  403. else
  404. message = L"Duplicated " + toWString(duplicateList.size()) + L" elements";
  405. CmdCloneSO::execute(duplicateList, message);
  406. onModified();
  407. }
  408. void GUISceneTreeView::copySelection()
  409. {
  410. clearCopyList();
  411. for (auto& selectedElem : mSelectedElements)
  412. {
  413. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  414. mCopyList.push_back(sceneElement->mSceneObject);
  415. }
  416. mCutFlag = false;
  417. }
  418. void GUISceneTreeView::cutSelection()
  419. {
  420. clearCopyList();
  421. for (auto& selectedElem : mSelectedElements)
  422. {
  423. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(selectedElem.element);
  424. mCopyList.push_back(sceneElement->mSceneObject);
  425. sceneElement->mIsCut = true;
  426. updateElementGUI(sceneElement);
  427. }
  428. mCutFlag = true;
  429. _markLayoutAsDirty();
  430. }
  431. void GUISceneTreeView::paste()
  432. {
  433. cleanDuplicates(mCopyList);
  434. if (mCopyList.size() == 0)
  435. return;
  436. HSceneObject parent = mRootElement.mSceneObject;
  437. if (mSelectedElements.size() > 0)
  438. {
  439. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(mSelectedElements[0].element);
  440. parent = sceneElement->mSceneObject;
  441. }
  442. if (mCutFlag)
  443. {
  444. WString message;
  445. if (mCopyList.size() == 1)
  446. message = L"Moved " + toWString(mCopyList[0]->getName());
  447. else
  448. message = L"Moved " + toWString(mCopyList.size()) + L" elements";
  449. CmdReparentSO::execute(mCopyList, parent, message);
  450. clearCopyList();
  451. }
  452. else
  453. {
  454. WString message;
  455. if (mCopyList.size() == 1)
  456. message = L"Copied " + toWString(mCopyList[0]->getName());
  457. else
  458. message = L"Copied " + toWString(mCopyList.size()) + L" elements";
  459. Vector<HSceneObject> clones = CmdCloneSO::execute(mCopyList, message);
  460. for (auto& clone : clones)
  461. clone->setParent(parent);
  462. }
  463. onModified();
  464. }
  465. void GUISceneTreeView::clearCopyList()
  466. {
  467. for (auto& so : mCopyList)
  468. {
  469. if (so.isDestroyed())
  470. continue;
  471. TreeElement* treeElem = findTreeElement(so);
  472. if (treeElem != nullptr)
  473. {
  474. treeElem->mIsCut = false;
  475. updateElementGUI(treeElem);
  476. }
  477. }
  478. mCopyList.clear();
  479. _markLayoutAsDirty();
  480. }
  481. void GUISceneTreeView::createNewSO()
  482. {
  483. HSceneObject newSO = CmdCreateSO::execute("New", 0, L"Created a new SceneObject");
  484. if (mSelectedElements.size() > 0)
  485. {
  486. SceneTreeElement* sceneElement = static_cast<SceneTreeElement*>(mSelectedElements[0].element);
  487. newSO->setParent(sceneElement->mSceneObject);
  488. }
  489. updateTreeElementHierarchy();
  490. TreeElement* newTreeElement = findTreeElement(newSO);
  491. expandToElement(newTreeElement);
  492. setSelection({ newSO });
  493. renameSelected();
  494. onModified();
  495. }
  496. void GUISceneTreeView::cleanDuplicates(Vector<HSceneObject>& objects)
  497. {
  498. auto isChildOf = [&](const HSceneObject& parent, const HSceneObject& child)
  499. {
  500. HSceneObject elem = child;
  501. while (elem != nullptr && elem != parent)
  502. elem = elem->getParent();
  503. return elem == parent;
  504. };
  505. Vector<HSceneObject> cleanList;
  506. for (UINT32 i = 0; i < (UINT32)objects.size(); i++)
  507. {
  508. bool foundParent = false;
  509. for (UINT32 j = 0; j < (UINT32)objects.size(); j++)
  510. {
  511. if (i != j && isChildOf(objects[j], objects[i]))
  512. {
  513. foundParent = true;
  514. break;
  515. }
  516. }
  517. if (!foundParent)
  518. cleanList.push_back(objects[i]);
  519. }
  520. objects = cleanList;
  521. }
  522. const String& GUISceneTreeView::getGUITypeName()
  523. {
  524. static String typeName = "SceneTreeView";
  525. return typeName;
  526. }
  527. }