Files
WickedEngine/Editor/HierarchyWindow.cpp
T

154 lines
4.4 KiB
C++

#include "stdafx.h"
#include "HierarchyWindow.h"
using namespace wi::ecs;
using namespace wi::scene;
void HierarchyWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create(ICON_HIERARCHY " Hierarchy", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL);
SetSize(XMFLOAT2(480, 60));
closeButton.SetTooltip("Delete HierarchyComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->GetCurrentScene().Component_Detach(entity);
editor->RecordEntity(archive, entity);
editor->componentsWnd.RefreshEntityTree();
});
float x = 80;
float xx = x;
float y = 4;
float step = 25;
float siz = 50;
float hei = 20;
float wid = 200;
parentCombo.Create("Parent: ");
parentCombo.SetSize(XMFLOAT2(wid, hei));
parentCombo.SetPos(XMFLOAT2(x, y));
parentCombo.OnSelect([this](wi::gui::EventArgs args) {
Scene& scene = editor->GetCurrentScene();
for (auto& x : editor->translator.selected)
{
if (args.iValue == 0)
{
scene.Component_Detach(x.entity);
}
else
{
scene.Component_Attach(x.entity, (Entity)args.userdata);
}
}
editor->componentsWnd.RefreshEntityTree();
});
parentCombo.SetTooltip("Choose a parent entity (also works if selected entity has no transform)");
AddWidget(&parentCombo);
SetMinimized(true);
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void HierarchyWindow::SetEntity(Entity entity)
{
if (this->entity == entity)
return;
this->entity = entity;
const Scene& scene = editor->GetCurrentScene();
entities.clear();
scene.FindAllEntities(entities);
parentCombo.ClearItems();
parentCombo.AddItem("NO PARENT " ICON_DISABLED);
const HierarchyComponent* hierarchy_component = scene.hierarchy.GetComponent(entity);
for (const auto candidate_parent_entity : entities)
{
if (candidate_parent_entity == entity)
{
continue; // Skip this candidate (can't be its own parent)
}
// Skip candidates that are descendants of the selected entity to prevent circular hierarchy
bool loop = false;
const HierarchyComponent* candidate_hierarchy_component = scene.hierarchy.GetComponent(candidate_parent_entity);
while (candidate_hierarchy_component != nullptr && loop == false)
{
if (candidate_hierarchy_component->parentID == entity)
{
loop = true;
break;
}
candidate_hierarchy_component = scene.hierarchy.GetComponent(candidate_hierarchy_component->parentID);
}
if (loop)
{
continue; // Skip this candidate to avoid circular reference
}
const NameComponent* name = scene.names.GetComponent(candidate_parent_entity);
std::string display_name = name == nullptr ? std::to_string(candidate_parent_entity) : name->name;
// Add parent information with depth indicator
const HierarchyComponent* candidate_hierarchy = scene.hierarchy.GetComponent(candidate_parent_entity);
if (candidate_hierarchy != nullptr && candidate_hierarchy->parentID != INVALID_ENTITY)
{
// Calculate depth by traversing up the hierarchy
int depth = 0;
const HierarchyComponent* current_hierarchy = candidate_hierarchy;
while (current_hierarchy != nullptr && current_hierarchy->parentID != INVALID_ENTITY)
{
depth++;
current_hierarchy = scene.hierarchy.GetComponent(current_hierarchy->parentID);
}
std::string depth_indicator;
if (depth > 3)
{
depth_indicator = "> " + std::to_string(depth) + " >";
}
else
{
for (int i = 0; i < depth; ++i)
{
depth_indicator += ">";
}
}
const NameComponent* parent_name = scene.names.GetComponent(candidate_hierarchy->parentID);
std::string parent_display = parent_name == nullptr ? std::to_string(candidate_hierarchy->parentID) : parent_name->name;
display_name += " [Child of " + depth_indicator + " " + parent_display + "]";
}
parentCombo.AddItem(display_name, candidate_parent_entity);
if (hierarchy_component != nullptr && hierarchy_component->parentID == candidate_parent_entity)
{
parentCombo.SetSelectedWithoutCallback((int)parentCombo.GetItemCount() - 1);
}
}
}
void HierarchyWindow::ResizeLayout()
{
wi::gui::Window::ResizeLayout();
parentCombo.SetPos(XMFLOAT2(60, 4));
parentCombo.SetSize(XMFLOAT2(GetSize().x - 86, parentCombo.GetSize().y));
}