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61 lines
2.3 KiB
C++
61 lines
2.3 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#ifndef ASSETSCANNERWORKER_H
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#define ASSETSCANNERWORKER_H
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#if !defined(Q_MOC_RUN)
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#include "native/assetprocessor.h"
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#include "assetScanFolderInfo.h"
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#include <QString>
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#include <QSet>
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#include <QObject>
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#endif
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namespace AssetProcessor
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{
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class PlatformConfiguration;
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/** This Class is actually responsible for scanning the game folder
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* and finding file of interest files.
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* Its created on the main thread and then moved to the worker thread
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* so it should contain no QObject-based classes at construction time (it can make them later)
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*/
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class AssetScannerWorker
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: public QObject
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{
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Q_OBJECT
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public:
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explicit AssetScannerWorker(PlatformConfiguration* config, QObject* parent = 0);
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Q_SIGNALS:
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void ScanningStateChanged(AssetProcessor::AssetScanningStatus status);
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void FilesFound(QSet<AssetFileInfo> files); // QSet<QString> is a refcounted copy-on-write object, do not pass by ref.
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void FoldersFound(QSet<AssetFileInfo> folders); // QSet<QString> is a refcounted copy-on-write object, do not pass by ref.
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void ExcludedFound(QSet<AssetFileInfo> excluded); // QSet<QString> is a refcounted copy-on-write object, do not pass by ref.
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public Q_SLOTS:
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void StartScan();
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void StopScan();
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protected:
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// scanFolderInfo - the folder we're currently scanning (this will sometimes be a fake scanfolder created when recursing through directories)
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// rootScanFolder - the actual scan folder we started with, which will either be the same as scanFolderInfo or a parent folder
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void ScanForSourceFiles(const ScanFolderInfo& scanFolderInfo, const ScanFolderInfo& rootScanFolder);
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void EmitFiles();
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private:
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volatile bool m_doScan = true;
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QSet<AssetFileInfo> m_fileList; // note: neither QSet nor QString are qobject-derived
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QSet<AssetFileInfo> m_folderList;
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QSet<AssetFileInfo> m_excludedList;
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PlatformConfiguration* m_platformConfiguration;
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};
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} // end namespace AssetProcessor
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#endif // ASSETSCANNERWORKER_H
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