Files
FlaxEngine/Source/Editor/Windows/SceneTreeWindow.cs
2021-01-02 14:28:49 +01:00

291 lines
8.9 KiB
C#

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEditor.Gizmo;
using FlaxEditor.GUI.Tree;
using FlaxEditor.SceneGraph;
using FlaxEditor.SceneGraph.GUI;
using FlaxEditor.States;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.Windows
{
/// <summary>
/// Windows used to present loaded scenes collection and whole scene graph.
/// </summary>
/// <seealso cref="FlaxEditor.Windows.SceneEditorWindow" />
public partial class SceneTreeWindow : SceneEditorWindow
{
private TextBox _searchBox;
private Tree _tree;
private bool _isUpdatingSelection;
private bool _isMouseDown;
/// <summary>
/// Initializes a new instance of the <see cref="SceneTreeWindow"/> class.
/// </summary>
/// <param name="editor">The editor.</param>
public SceneTreeWindow(Editor editor)
: base(editor, true, ScrollBars.Both)
{
Title = "Scene";
ScrollMargin = new Margin(0, 0, 0, 100.0f);
// Scene searching query input box
var headerPanel = new ContainerControl
{
AnchorPreset = AnchorPresets.HorizontalStretchTop,
IsScrollable = true,
Offsets = new Margin(0, 0, 0, 18 + 6),
Parent = this,
};
_searchBox = new TextBox
{
AnchorPreset = AnchorPresets.HorizontalStretchMiddle,
WatermarkText = "Search...",
Parent = headerPanel,
Bounds = new Rectangle(4, 4, headerPanel.Width - 8, 18),
};
_searchBox.TextChanged += OnSearchBoxTextChanged;
// Create scene structure tree
var root = editor.Scene.Root;
root.TreeNode.ChildrenIndent = 0;
root.TreeNode.Expand();
_tree = new Tree(true)
{
Y = headerPanel.Bottom,
Margin = new Margin(0.0f, 0.0f, -16.0f, 0.0f), // Hide root node
};
_tree.AddChild(root.TreeNode);
_tree.SelectedChanged += Tree_OnSelectedChanged;
_tree.RightClick += Tree_OnRightClick;
_tree.Parent = this;
// Setup input actions
InputActions.Add(options => options.TranslateMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Translate);
InputActions.Add(options => options.RotateMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Rotate);
InputActions.Add(options => options.ScaleMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Scale);
InputActions.Add(options => options.FocusSelection, () => Editor.Windows.EditWin.ShowSelectedActors());
}
private void OnSearchBoxTextChanged()
{
// Skip events during setup or init stuff
if (IsLayoutLocked)
return;
var root = Editor.Scene.Root;
root.TreeNode.LockChildrenRecursive();
// Update tree
var query = _searchBox.Text;
root.TreeNode.UpdateFilter(query);
root.TreeNode.UnlockChildrenRecursive();
PerformLayout();
PerformLayout();
}
private void Rename()
{
(Editor.SceneEditing.Selection[0] as ActorNode).TreeNode.StartRenaming();
}
private void Spawn(Type type)
{
// Create actor
Actor actor = (Actor)FlaxEngine.Object.New(type);
Actor parentActor = null;
if (Editor.SceneEditing.HasSthSelected && Editor.SceneEditing.Selection[0] is ActorNode actorNode)
{
parentActor = actorNode.Actor;
actorNode.TreeNode.Expand();
}
if (parentActor == null)
{
var scenes = Level.Scenes;
if (scenes.Length > 0)
parentActor = scenes[scenes.Length - 1];
}
if (parentActor != null)
{
// Use the same location
actor.Transform = parentActor.Transform;
// Rename actor to identify it easily
actor.Name = StringUtils.IncrementNameNumber(type.Name, x => parentActor.GetChild(x) == null);
}
// Spawn it
Editor.SceneEditing.Spawn(actor, parentActor);
}
/// <summary>
/// Focuses search box.
/// </summary>
public void Search()
{
_searchBox.Focus();
}
private void Tree_OnSelectedChanged(List<TreeNode> before, List<TreeNode> after)
{
// Check if lock events
if (_isUpdatingSelection)
return;
if (after.Count > 0)
{
// Get actors from nodes
var actors = new List<SceneGraphNode>(after.Count);
for (int i = 0; i < after.Count; i++)
{
if (after[i] is ActorTreeNode node && node.Actor)
actors.Add(node.ActorNode);
}
// Select
Editor.SceneEditing.Select(actors);
}
else
{
// Deselect
Editor.SceneEditing.Deselect();
}
}
private void Tree_OnRightClick(TreeNode node, Vector2 location)
{
if (!Editor.StateMachine.CurrentState.CanEditScene)
return;
ShowContextMenu(node, ref location);
}
/// <inheritdoc />
public override void OnInit()
{
Editor.SceneEditing.SelectionChanged += OnOnSelectionChanged;
}
private void OnOnSelectionChanged()
{
_isUpdatingSelection = true;
var selection = Editor.SceneEditing.Selection;
if (selection.Count == 0)
{
_tree.Deselect();
}
else
{
// Find nodes to select
var nodes = new List<TreeNode>(selection.Count);
for (int i = 0; i < selection.Count; i++)
{
if (selection[i] is ActorNode node)
{
nodes.Add(node.TreeNode);
}
}
// Select nodes
_tree.Select(nodes);
// For single node selected scroll view so user can see it
if (nodes.Count == 1)
{
ScrollViewTo(nodes[0]);
}
}
_isUpdatingSelection = false;
}
/// <inheritdoc />
public override void Draw()
{
var style = Style.Current;
// Draw overlay
string overlayText = null;
var state = Editor.StateMachine.CurrentState;
if (state is LoadingState)
{
overlayText = "Loading...";
}
else if (state is ChangingScenesState)
{
overlayText = "Loading scene...";
}
else if (((ContainerControl)_tree.GetChild(0)).ChildrenCount == 0)
{
overlayText = "No scene";
}
if (overlayText != null)
{
Render2D.DrawText(Style.Current.FontLarge, overlayText, GetClientArea(), style.ForegroundDisabled, TextAlignment.Center, TextAlignment.Center);
}
base.Draw();
}
/// <inheritdoc />
public override bool OnMouseDown(Vector2 location, MouseButton buttons)
{
if (base.OnMouseDown(location, buttons))
return true;
if (buttons == MouseButton.Right)
{
_isMouseDown = true;
return true;
}
return false;
}
/// <inheritdoc />
public override bool OnMouseUp(Vector2 location, MouseButton buttons)
{
if (base.OnMouseUp(location, buttons))
return true;
if (_isMouseDown && buttons == MouseButton.Right)
{
_isMouseDown = false;
if (Editor.StateMachine.CurrentState.CanEditScene)
{
// Show context menu
Editor.SceneEditing.Deselect();
ShowContextMenu(this, ref location);
}
return true;
}
return false;
}
/// <inheritdoc />
public override void OnLostFocus()
{
_isMouseDown = false;
base.OnLostFocus();
}
/// <inheritdoc />
public override void OnDestroy()
{
_tree = null;
_searchBox = null;
base.OnDestroy();
}
}
}