507 lines
17 KiB
C#
507 lines
17 KiB
C#
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using FlaxEditor.Gizmo;
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using FlaxEditor.Content;
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using FlaxEditor.GUI.Tree;
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using FlaxEditor.GUI.Drag;
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using FlaxEditor.GUI.Input;
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using FlaxEditor.SceneGraph;
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using FlaxEditor.SceneGraph.GUI;
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using FlaxEditor.Scripting;
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using FlaxEditor.States;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using static FlaxEditor.GUI.ItemsListContextMenu;
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namespace FlaxEditor.Windows
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{
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/// <summary>
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/// Windows used to present loaded scenes collection and whole scene graph.
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/// </summary>
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/// <seealso cref="FlaxEditor.Windows.SceneEditorWindow" />
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public partial class SceneTreeWindow : SceneEditorWindow
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{
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public Panel SceneTreePanel => _sceneTreePanel;
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private TextBox _searchBox;
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private Tree _tree;
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private Panel _sceneTreePanel;
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private bool _isUpdatingSelection;
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private bool _isMouseDown;
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private DragAssets _dragAssets;
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private DragActorType _dragActorType;
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private DragScriptItems _dragScriptItems;
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private DragHandlers _dragHandlers;
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/// <summary>
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/// Initializes a new instance of the <see cref="SceneTreeWindow"/> class.
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/// </summary>
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/// <param name="editor">The editor.</param>
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public SceneTreeWindow(Editor editor)
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: base(editor, true, ScrollBars.None)
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{
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Title = "Scene";
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// Scene searching query input box
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var headerPanel = new ContainerControl
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{
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AnchorPreset = AnchorPresets.HorizontalStretchTop,
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BackgroundColor = Style.Current.Background,
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IsScrollable = false,
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Offsets = new Margin(0, 0, 0, 18 + 6),
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};
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_searchBox = new SearchBox
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{
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AnchorPreset = AnchorPresets.HorizontalStretchMiddle,
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Parent = headerPanel,
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Bounds = new Rectangle(4, 4, headerPanel.Width - 8, 18),
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};
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_searchBox.TextChanged += OnSearchBoxTextChanged;
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// Scene tree panel
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_sceneTreePanel = new Panel
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{
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AnchorPreset = AnchorPresets.StretchAll,
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Offsets = new Margin(0, 0, headerPanel.Bottom, 0),
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IsScrollable = true,
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ScrollBars = ScrollBars.Both,
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Parent = this,
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};
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// Create scene structure tree
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var root = editor.Scene.Root;
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root.TreeNode.ChildrenIndent = 0;
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root.TreeNode.Expand();
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_tree = new Tree(true)
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{
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Margin = new Margin(0.0f, 0.0f, -16.0f, _sceneTreePanel.ScrollBarsSize), // Hide root node
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IsScrollable = true,
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};
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_tree.AddChild(root.TreeNode);
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_tree.SelectedChanged += Tree_OnSelectedChanged;
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_tree.RightClick += OnTreeRightClick;
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_tree.Parent = _sceneTreePanel;
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headerPanel.Parent = this;
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// Setup input actions
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InputActions.Add(options => options.TranslateMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Translate);
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InputActions.Add(options => options.RotateMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Rotate);
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InputActions.Add(options => options.ScaleMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Scale);
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InputActions.Add(options => options.FocusSelection, () => Editor.Windows.EditWin.Viewport.FocusSelection());
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InputActions.Add(options => options.Rename, Rename);
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}
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/// <summary>
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/// Enables or disables vertical and horizontal scrolling on the scene tree panel.
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/// </summary>
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/// <param name="enabled">The state to set scrolling to</param>
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public void ScrollingOnSceneTreeView(bool enabled)
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{
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if (_sceneTreePanel.VScrollBar != null)
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_sceneTreePanel.VScrollBar.ThumbEnabled = enabled;
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if (_sceneTreePanel.HScrollBar != null)
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_sceneTreePanel.HScrollBar.ThumbEnabled = enabled;
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}
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/// <summary>
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/// Scrolls to the selected node in the scene tree.
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/// </summary>
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public void ScrollToSelectedNode()
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{
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// Scroll to node
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var nodeSelection = _tree.Selection;
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if (nodeSelection.Count != 0)
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{
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var scrollControl = nodeSelection[nodeSelection.Count - 1];
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_sceneTreePanel.ScrollViewTo(scrollControl);
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}
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}
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private void OnSearchBoxTextChanged()
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{
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// Skip events during setup or init stuff
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if (IsLayoutLocked)
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return;
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_tree.LockChildrenRecursive();
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// Update tree
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var query = _searchBox.Text;
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var root = Editor.Scene.Root;
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root.TreeNode.UpdateFilter(query);
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_tree.UnlockChildrenRecursive();
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PerformLayout();
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PerformLayout();
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}
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private void Rename()
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{
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var selection = Editor.SceneEditing.Selection;
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if (selection.Count != 0 && selection[0] is ActorNode actor)
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{
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if (selection.Count != 0)
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Editor.SceneEditing.Select(actor);
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actor.TreeNode.StartRenaming(this, _sceneTreePanel);
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}
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}
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private void Spawn(Type type)
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{
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// Create actor
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Actor actor = (Actor)FlaxEngine.Object.New(type);
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Actor parentActor = null;
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if (Editor.SceneEditing.HasSthSelected && Editor.SceneEditing.Selection[0] is ActorNode actorNode)
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{
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parentActor = actorNode.Actor;
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actorNode.TreeNode.Expand();
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}
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if (parentActor == null)
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{
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var scenes = Level.Scenes;
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if (scenes.Length > 0)
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parentActor = scenes[scenes.Length - 1];
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}
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if (parentActor != null)
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{
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// Use the same location
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actor.Transform = parentActor.Transform;
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// Rename actor to identify it easily
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actor.Name = Utilities.Utils.IncrementNameNumber(type.Name, x => parentActor.GetChild(x) == null);
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}
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// Spawn it
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Editor.SceneEditing.Spawn(actor, parentActor);
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Editor.SceneEditing.Select(actor);
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Rename();
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}
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/// <summary>
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/// Focuses search box.
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/// </summary>
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public void Search()
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{
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_searchBox.Focus();
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}
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private void Tree_OnSelectedChanged(List<TreeNode> before, List<TreeNode> after)
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{
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// Check if lock events
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if (_isUpdatingSelection)
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return;
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if (after.Count > 0)
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{
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// Get actors from nodes
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var actors = new List<SceneGraphNode>(after.Count);
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for (int i = 0; i < after.Count; i++)
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{
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if (after[i] is ActorTreeNode node && node.Actor)
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actors.Add(node.ActorNode);
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}
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// Select
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Editor.SceneEditing.Select(actors);
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}
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else
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{
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// Deselect
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Editor.SceneEditing.Deselect();
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}
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}
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private void OnTreeRightClick(TreeNode node, Float2 location)
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{
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if (!Editor.StateMachine.CurrentState.CanEditScene)
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return;
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ShowContextMenu(node, location);
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}
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/// <inheritdoc />
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public override void OnInit()
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{
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Editor.SceneEditing.SelectionChanged += OnSelectionChanged;
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}
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private void OnSelectionChanged()
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{
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_isUpdatingSelection = true;
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var selection = Editor.SceneEditing.Selection;
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if (selection.Count == 0)
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{
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_tree.Deselect();
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}
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else
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{
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// Find nodes to select
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var nodes = new List<TreeNode>(selection.Count);
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for (int i = 0; i < selection.Count; i++)
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{
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if (selection[i] is ActorNode node)
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{
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nodes.Add(node.TreeNode);
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}
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}
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// Select nodes
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_tree.Select(nodes);
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// For single node selected scroll view so user can see it
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if (nodes.Count == 1)
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{
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nodes[0].ExpandAllParents(true);
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_sceneTreePanel.ScrollViewTo(nodes[0]);
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}
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}
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_isUpdatingSelection = false;
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}
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private bool ValidateDragAsset(AssetItem assetItem)
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{
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if (assetItem.IsOfType<SceneAsset>())
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return true;
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return assetItem.OnEditorDrag(this);
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}
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private static bool ValidateDragActorType(ScriptType actorType)
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{
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return true;
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}
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private static bool ValidateDragScriptItem(ScriptItem script)
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{
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return Editor.Instance.CodeEditing.Actors.Get(script) != ScriptType.Null;
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}
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/// <inheritdoc />
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public override void Draw()
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{
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var style = Style.Current;
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// Draw overlay
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string overlayText = null;
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var state = Editor.StateMachine.CurrentState;
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var textWrap = TextWrapping.NoWrap;
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if (state is LoadingState)
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{
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overlayText = "Loading...";
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}
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else if (state is ChangingScenesState)
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{
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overlayText = "Loading scene...";
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}
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else if (((ContainerControl)_tree.GetChild(0)).ChildrenCount == 0)
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{
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overlayText = "No scene\nOpen one from the content window";
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textWrap = TextWrapping.WrapWords;
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}
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if (overlayText != null)
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{
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Render2D.DrawText(style.FontLarge, overlayText, GetClientArea(), style.ForegroundDisabled, TextAlignment.Center, TextAlignment.Center, textWrap);
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}
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base.Draw();
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}
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/// <inheritdoc />
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public override bool OnMouseDown(Float2 location, MouseButton buttons)
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{
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if (base.OnMouseDown(location, buttons))
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return true;
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if (buttons == MouseButton.Right)
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{
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_isMouseDown = true;
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return true;
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}
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return false;
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}
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/// <inheritdoc />
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public override bool OnMouseUp(Float2 location, MouseButton buttons)
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{
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if (base.OnMouseUp(location, buttons))
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return true;
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if (_isMouseDown && buttons == MouseButton.Right)
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{
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_isMouseDown = false;
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if (Editor.StateMachine.CurrentState.CanEditScene)
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{
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// Show context menu
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Editor.SceneEditing.Deselect();
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ShowContextMenu(Parent, location + _searchBox.BottomLeft);
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}
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return true;
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}
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if (buttons == MouseButton.Left)
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{
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if (Editor.StateMachine.CurrentState.CanEditScene)
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{
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Editor.SceneEditing.Deselect();
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}
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return true;
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}
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return false;
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}
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/// <inheritdoc />
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public override void OnLostFocus()
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{
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_isMouseDown = false;
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base.OnLostFocus();
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}
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/// <inheritdoc />
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public override DragDropEffect OnDragEnter(ref Float2 location, DragData data)
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{
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var result = base.OnDragEnter(ref location, data);
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if (Editor.StateMachine.CurrentState.CanEditScene)
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{
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if (_dragHandlers == null)
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_dragHandlers = new DragHandlers();
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if (_dragAssets == null)
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{
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_dragAssets = new DragAssets(ValidateDragAsset);
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_dragHandlers.Add(_dragAssets);
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}
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if (_dragAssets.OnDragEnter(data) && result == DragDropEffect.None)
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return _dragAssets.Effect;
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if (_dragActorType == null)
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{
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_dragActorType = new DragActorType(ValidateDragActorType);
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_dragHandlers.Add(_dragActorType);
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}
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if (_dragActorType.OnDragEnter(data) && result == DragDropEffect.None)
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return _dragActorType.Effect;
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if (_dragScriptItems == null)
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{
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_dragScriptItems = new DragScriptItems(ValidateDragScriptItem);
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_dragHandlers.Add(_dragScriptItems);
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}
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if (_dragScriptItems.OnDragEnter(data) && result == DragDropEffect.None)
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return _dragScriptItems.Effect;
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}
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return result;
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}
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/// <inheritdoc />
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public override DragDropEffect OnDragMove(ref Float2 location, DragData data)
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{
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var result = base.OnDragMove(ref location, data);
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if (result == DragDropEffect.None && Editor.StateMachine.CurrentState.CanEditScene && _dragHandlers != null)
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{
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result = _dragHandlers.Effect;
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}
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return result;
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}
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/// <inheritdoc />
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public override void OnDragLeave()
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{
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base.OnDragLeave();
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_dragHandlers?.OnDragLeave();
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}
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/// <inheritdoc />
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public override DragDropEffect OnDragDrop(ref Float2 location, DragData data)
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{
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var result = base.OnDragDrop(ref location, data);
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if (result == DragDropEffect.None)
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{
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// Drag assets
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if (_dragAssets != null && _dragAssets.HasValidDrag)
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{
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for (int i = 0; i < _dragAssets.Objects.Count; i++)
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{
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var item = _dragAssets.Objects[i];
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if (item.IsOfType<SceneAsset>())
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{
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Editor.Instance.Scene.OpenScene(item.ID, true);
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continue;
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}
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var actor = item.OnEditorDrop(this);
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actor.Name = item.ShortName;
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Level.SpawnActor(actor);
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Editor.Scene.MarkSceneEdited(actor.Scene);
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}
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result = DragDropEffect.Move;
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}
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// Drag actor type
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else if (_dragActorType != null && _dragActorType.HasValidDrag)
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{
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for (int i = 0; i < _dragActorType.Objects.Count; i++)
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{
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var item = _dragActorType.Objects[i];
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var actor = item.CreateInstance() as Actor;
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if (actor == null)
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{
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Editor.LogWarning("Failed to spawn actor of type " + item.TypeName);
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continue;
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}
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actor.Name = item.Name;
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Level.SpawnActor(actor);
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Editor.Scene.MarkSceneEdited(actor.Scene);
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}
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result = DragDropEffect.Move;
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}
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// Drag script item
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else if (_dragScriptItems != null && _dragScriptItems.HasValidDrag)
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{
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for (int i = 0; i < _dragScriptItems.Objects.Count; i++)
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{
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var item = _dragScriptItems.Objects[i];
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var actorType = Editor.Instance.CodeEditing.Actors.Get(item);
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if (actorType != ScriptType.Null)
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{
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var actor = actorType.CreateInstance() as Actor;
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if (actor == null)
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{
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Editor.LogWarning("Failed to spawn actor of type " + actorType.TypeName);
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continue;
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}
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actor.Name = actorType.Name;
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Level.SpawnActor(actor);
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Editor.Scene.MarkSceneEdited(actor.Scene);
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}
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}
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result = DragDropEffect.Move;
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}
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_dragHandlers.OnDragDrop(null);
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}
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return result;
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}
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/// <inheritdoc />
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public override void OnDestroy()
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{
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_dragAssets = null;
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_dragActorType = null;
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_dragScriptItems = null;
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_dragHandlers?.Clear();
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_dragHandlers = null;
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_tree = null;
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_searchBox = null;
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base.OnDestroy();
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}
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}
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}
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