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EntityList.cpp
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EntityList.cpp
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#include "EntityList.h"
#include "icommandsystem.h"
#include "registry/Widgets.h"
#include "entitylib.h"
#include "scenelib.h"
#include "iselectable.h"
#include "i18n.h"
#include "wxutil/dataview/TreeView.h"
#include <wx/sizer.h>
#include <wx/checkbox.h>
#include <wx/wupdlock.h>
#include "util/ScopedBoolLock.h"
namespace ui
{
namespace
{
const std::string RKEY_ROOT = "user/ui/entityList/";
const std::string RKEY_ENTITYLIST_FOCUS_SELECTION = RKEY_ROOT + "focusSelection";
const std::string RKEY_ENTITYLIST_VISIBLE_ONLY = RKEY_ROOT + "visibleNodesOnly";
}
EntityList::EntityList(wxWindow* parent) :
DockablePanel(parent),
_callbackActive(false)
{
populateWindow();
}
EntityList::~EntityList()
{
_nodesToUpdate.clear();
// In OSX we might receive callbacks during shutdown, so disable any events
if (_treeView != nullptr)
{
_treeView->Unbind(wxEVT_DATAVIEW_SELECTION_CHANGED, &EntityList::onSelection, this);
_treeView->Unbind(wxEVT_DATAVIEW_ITEM_EXPANDED, &EntityList::onRowExpand, this);
}
if (panelIsActive())
{
disconnectListeners();
}
}
void EntityList::onPanelActivated()
{
connectListeners();
// Repopulate the model before showing the dialog
util::ScopedBoolLock lock(_callbackActive);
refreshTreeModel();
}
void EntityList::onPanelDeactivated()
{
disconnectListeners();
// Unselect everything when hiding the dialog
util::ScopedBoolLock lock(_callbackActive);
_treeView->UnselectAll();
cancelCallbacks();
_itemToScrollToWhenIdle.Unset();
_nodesToUpdate.clear();
}
void EntityList::connectListeners()
{
// Observe the scenegraph
_treeModel.connectToSceneGraph();
// Register self to the SelSystem to get notified upon selection changes.
GlobalSelectionSystem().addObserver(this);
// Get notified when filters are changing
_filtersConfigChangedConn = GlobalFilterSystem().filterConfigChangedSignal().connect(
sigc::mem_fun(*this, &EntityList::onFilterConfigChanged)
);
}
void EntityList::disconnectListeners()
{
_treeModel.disconnectFromSceneGraph();
// Disconnect from the filters-changed signal
_filtersConfigChangedConn.disconnect();
// De-register self from the SelectionSystem
GlobalSelectionSystem().removeObserver(this);
}
void EntityList::populateWindow()
{
SetSizer(new wxBoxSizer(wxVERTICAL));
wxBoxSizer* vbox = new wxBoxSizer(wxVERTICAL);
GetSizer()->Add(vbox, 1, wxEXPAND | wxALL, 12);
// Configure the treeview
_treeView = wxutil::TreeView::CreateWithModel(
this, _treeModel.getModel().get(),
#if defined(__linux__)
wxDV_MULTIPLE
#else
wxDV_NO_HEADER | wxDV_MULTIPLE
#endif
);
// Single column with icon and name
_treeView->AppendTextColumn(_("Name"), _treeModel.getColumns().name.getColumnIndex(),
wxDATAVIEW_CELL_INERT, wxCOL_WIDTH_AUTOSIZE, wxALIGN_NOT, wxDATAVIEW_COL_SORTABLE);
// Enable type-ahead searches
_treeView->AddSearchColumn(_treeModel.getColumns().name);
_treeView->Bind(wxEVT_DATAVIEW_SELECTION_CHANGED, &EntityList::onSelection, this);
_treeView->Bind(wxEVT_DATAVIEW_ITEM_EXPANDED, &EntityList::onRowExpand, this);
// Update the toggle item status according to the registry
_focusSelected = new wxCheckBox(this, wxID_ANY, _("Focus camera on selected entity"));
_visibleOnly = new wxCheckBox(this, wxID_ANY, _("List visible nodes only"));
registry::bindWidget(_focusSelected, RKEY_ENTITYLIST_FOCUS_SELECTION);
registry::bindWidget(_visibleOnly, RKEY_ENTITYLIST_VISIBLE_ONLY);
vbox->Add(_treeView, 1, wxEXPAND | wxBOTTOM, 6);
vbox->Add(_focusSelected, 0, wxBOTTOM, 6);
vbox->Add(_visibleOnly, 0);
_treeModel.setConsiderVisibleNodesOnly(_visibleOnly->GetValue());
// Connect the toggle buttons' "toggled" signal
_visibleOnly->Bind(wxEVT_CHECKBOX, &EntityList::onVisibleOnlyToggle, this);
}
void EntityList::updateSelectionStatus()
{
// Disable callbacks and traverse the treemodel
util::ScopedBoolLock lock(_callbackActive);
wxWindowUpdateLocker freezer(_treeView);
// Traverse the entire tree, updating the selection
_treeModel.updateSelectionStatus(std::bind(&EntityList::onTreeViewSelection, this,
std::placeholders::_1, std::placeholders::_2));
}
void EntityList::refreshTreeModel()
{
// Refresh the whole tree
_selection.clear();
_nodesToUpdate.clear();
_itemToScrollToWhenIdle.Unset();
_treeModel.refresh();
// If the model changed, associate the newly created model with our
// treeview
if (_treeModel.getModel().get() != _treeView->GetModel())
{
_treeView->AssociateModel(_treeModel.getModel().get());
}
expandRootNode();
// Update the selection status of all nodes
updateSelectionStatus();
}
void EntityList::selectionChanged(const scene::INodePtr& node, bool isComponent)
{
// Ignore all types except entities, also ignore components
// Don't update during scene updates caused by ourselves
if (_callbackActive || isComponent || node->getNodeType() != scene::INode::Type::Entity) return;
util::ScopedBoolLock lock(_callbackActive);
wxWindowUpdateLocker freezer(_treeView);
// Remember this for later, we select the tree items during idle processing
_nodesToUpdate.push_back(node);
requestIdleCallback();
}
void EntityList::onFilterConfigChanged()
{
// Only react to filter changes if we display visible nodes only otherwise
// we don't care
if (_visibleOnly->GetValue())
{
// When filters are changed possibly any node could have changed
// its visibility, so refresh the whole tree
refreshTreeModel();
}
}
void EntityList::onRowExpand(wxDataViewEvent& ev)
{
if (_callbackActive) return; // avoid loops
// greebo: This is a possible optimisation point. Don't update the entire tree,
// but only the expanded subtree.
updateSelectionStatus();
}
void EntityList::onVisibleOnlyToggle(wxCommandEvent& ev)
{
_treeModel.setConsiderVisibleNodesOnly(_visibleOnly->GetValue());
// Update the whole tree
refreshTreeModel();
}
void EntityList::expandRootNode()
{
auto rootNode = _treeModel.find(GlobalSceneGraph().root());
if (rootNode && !_treeView->IsExpanded(rootNode->getIter()))
{
_treeView->Expand(rootNode->getIter());
}
}
void EntityList::onIdle()
{
if (!_nodesToUpdate.empty())
{
for (const auto& weakNode : _nodesToUpdate)
{
auto node = weakNode.lock();
if (!node) continue;
_treeModel.updateSelectionStatus(node, std::bind(&EntityList::onTreeViewSelection, this,
std::placeholders::_1, std::placeholders::_2));
}
_nodesToUpdate.clear();
}
if (_itemToScrollToWhenIdle.IsOk())
{
_treeView->EnsureVisible(_itemToScrollToWhenIdle);
_itemToScrollToWhenIdle.Unset();
}
}
void EntityList::onTreeViewSelection(const wxDataViewItem& item, bool selected)
{
if (selected)
{
// Select the row in the TreeView
_treeView->Select(item);
// Remember this item
_selection.insert(item);
// Scroll to the row, but don't do this immediately (can be expensive)
_itemToScrollToWhenIdle = item;
requestIdleCallback();
}
else
{
_treeView->Unselect(item);
_selection.erase(item);
}
}
void EntityList::onSelection(wxDataViewEvent& ev)
{
if (_callbackActive) return; // avoid loops
auto view = static_cast<wxutil::TreeView*>(ev.GetEventObject());
wxDataViewItemArray newSelection;
view->GetSelections(newSelection);
std::sort(newSelection.begin(), newSelection.end(), DataViewItemLess());
std::vector<wxDataViewItem> diff(newSelection.size() + _selection.size());
// Calculate the difference between the new selection and the old one
auto end = std::set_symmetric_difference(
newSelection.begin(), newSelection.end(), _selection.begin(), _selection.end(), diff.begin());
for (auto i = diff.begin(); i != end; ++i)
{
// Load the instance pointer from the columns
wxutil::TreeModel::Row row(*i, *_treeModel.getModel());
auto node = static_cast<scene::INode*>(row[_treeModel.getColumns().node].getPointer());
auto selectable = dynamic_cast<ISelectable*>(node);
if (selectable != nullptr)
{
// We've found a selectable instance
// Disable update to avoid loopbacks
_callbackActive = true;
// Select the instance
bool isSelected = view->IsSelected(*i);
selectable->setSelected(isSelected);
if (isSelected && _focusSelected->GetValue())
{
auto originAndAngles = scene::getOriginAndAnglesToLookAtNode(*node);
GlobalCommandSystem().executeCommand("FocusViews", cmd::ArgumentList{ originAndAngles.first, originAndAngles.second });
}
// Now reactivate the callbacks
_callbackActive = false;
}
}
_selection.clear();
_selection.insert(newSelection.begin(), newSelection.end());
}
} // namespace ui