void PropertyGridContainerWidget::OnPropertiesGridUpdated()
{
    if (PropertiesGridController::Instance()->GetActiveTreeNodesList().empty() == false)
    {
        // List of UI Controls is selected.
        BuildPropertiesGridList();
        return;
    }
    
    // Build the Properties Grid based on the active control.
    const HierarchyTreeNode* activeTreeNode = PropertiesGridController::Instance()->GetActiveTreeNode();
    if (activeTreeNode == NULL)
    {
        // Nothing is selected - cleanup the properties grid.
        CleanupPropertiesGrid();
        return;
    }

    UIControl* activeControl = NULL;
    const HierarchyTreeControlNode* activeTreeControlNode = dynamic_cast<const HierarchyTreeControlNode*>(activeTreeNode);
    if (activeTreeControlNode)
    {
        activeControl = activeTreeControlNode->GetUIObject();
    }

    BaseMetadata* metaData = GetActiveMetadata(activeTreeNode);    
    BuildPropertiesGrid(activeControl, metaData, activeTreeNode->GetId());
}
void PropertyGridContainerWidget::BuildPropertiesGridList()
{
    // Need to understand which Metadata we need. Since multiple controls of different
    // type might be selected, we are looking for the most common Metadata.
    const HierarchyTreeController::SELECTEDCONTROLNODES &activeNodes = PropertiesGridController::Instance()->GetActiveTreeNodesList();
    BaseMetadata* metaData = GetActiveMetadata(activeNodes);

    METADATAPARAMSVECT params;
    for (HierarchyTreeController::SELECTEDCONTROLNODES::const_iterator iter = activeNodes.begin();
            iter != activeNodes.end(); iter ++)
    {
        const HierarchyTreeControlNode* controlNode = *iter;
        BaseMetadataParams controlNodeParam(controlNode->GetId(), controlNode->GetUIObject());
        params.push_back(controlNodeParam);
    }

    BuildPropertiesGrid(metaData, params);
}
void PropertyGridContainerWidget::OnPropertiesGridUpdated()
{
    if (PropertiesGridController::Instance()->GetActiveTreeNodesList().empty() == false)
    {
        // List of UI Controls is selected.
        BuildPropertiesGridList();
        return;
    }

    // Build the Properties Grid based on the active control.
    const HierarchyTreeNode* activeTreeNode = PropertiesGridController::Instance()->GetActiveTreeNode();
    DVASSERT(activeTreeNode);

    // This code is executed when Screen/Platform are selected.
    UIControl* activeControl = NULL;
    const HierarchyTreeControlNode* activeTreeControlNode = dynamic_cast<const HierarchyTreeControlNode*>(activeTreeNode);
    if (activeTreeControlNode)
    {
        activeControl = activeTreeControlNode->GetUIObject();
    }

    BaseMetadata* metaData = GetActiveMetadata(activeTreeNode);
    BuildPropertiesGrid(activeControl, metaData, activeTreeNode->GetId());
}