【发布时间】:2018-03-30 05:29:50
【问题描述】:
TLDR:
我需要知道如何使用链表来表示文件系统 结构,当节点遍历是在一个奇怪的反转深度优先时, 按字母顺序,一次只知道两件事:
- 完整的文件(或文件夹)路径,以及:
- 此节点是文件还是文件夹?
详情:
UE4 通过IPlatformFile 支持内置的跨平台文件系统操作。
对于文件系统遍历,它们包含以下方法:
IPlatformFile::IterateDirectoryIPlatformFile::IterateDirectoryRecursivelyIPlatformFile::IterateDirectoryStatIPlatformFile::IterateDirectoryStatRecursively
我的目标是填写以下结构:
struct FFolderNode
{
public:
FFolderNode() : FFolderNode(nullptr, TEXT(""), TEXT("")) {};
FFolderNode(const FString& Path, const FString& Name) : FFolderNode(nullptr, Path, Name) {};
FFolderNode(FFolderNode *ParentNode, const FString& Path, const FString& Name) : ParentNode(ParentNode), Path(Path), Name(Name)
{
ID = FGuid::NewGuid();
};
// Makes it easier to identify, map & find this node
FGuid ID;
// The name of this directory
FString Name;
// The path of this directory
FString Path;
// The filenames this directory contains
TArray<FString> FileNames;
// The upwards directory (equivalent to the path "..")
FFolderNode *ParentNode;
// The subfolders (if any) contained within this directory
TArray<FFolderNode*> ChildNodes;
};
我遇到的问题...
我将项目的Contents 文件夹路径传递给IPlatformFile::IterateDirectory,它会这样做:
看起来像字母顺序?所以我不知道从哪里开始。
似乎我需要能够在创建和分配它们的父节点之前创建节点,并且没有任何真正的所有权先验知识,除了当前访问的节点是文件或文件夹,并且它是字符串的完整路径。
IPlatformFile::FDirectoryVisitor::Visit 是IterateDirectory 调用的递归函数...引擎源似乎创建了一个内联类,它继承了FDirectoryVisitor 并覆盖了这个方法,所以这就是我在代码中所做的:
FFolderNode UDSAssetManager::GetContentTree()
{
static auto ContentPath = FPaths::ConvertRelativePathToFull(FPaths::GameContentDir());
class FFolderVisitor : public IPlatformFile::FDirectoryVisitor
{
public:
IPlatformFile& PlatformFile;
FFolderVisitor(IPlatformFile& InPlatformFile) :
PlatformFile(InPlatformFile), RootNode(nullptr), PreviousNode(nullptr),
FolderDepth(-1), PreviousDepth(-1) {};
FFolderNode *CreateRootNode(const FString& Path, const FString& Name)
{
VisitedNodes.Empty();
if (RootNode != nullptr)
delete RootNode; // TODO: Traverse entire tree, releasing memory for all child nodes
TArray<FString> SubPath;
Path.ParseIntoArray(SubPath, TEXT("/"));
if (SubPath.Num() > 0 && SubPath[SubPath.Num() - 1] == Name)
SubPath.RemoveAt(SubPath.Num() - 1);
return RootNode = new FFolderNode(FString::Join(SubPath, TEXT("/")), Name);
};
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory) override
{
auto Path = FString(FilenameOrDirectory);
auto Result = PlatformFile.IterateDirectory(FilenameOrDirectory, *this);
if (RootNode == nullptr)
return false;
FFolderNode *ThisNode = nullptr;
if (VisitedNodes.Num() < 1)
ThisNode = RootNode;
else
ThisNode = new FFolderNode();
auto TempPath = Path.Replace(*ContentPath, TEXT(""));
TArray<FString> PathArray;
TempPath.ParseIntoArray(PathArray, TEXT("/"));
FolderDepth = PathArray.Num();
//
// DO SOMETHING here, even though RootNode is NOT guaranteed
// to be the actual root of the tree... ?
//
PreviousNode = ThisNode;
PreviousDepth = FolderDepth;
VisitedNodes.Add(ThisNode);
return true;
};
FORCEINLINE FFolderNode GetRootNode() const {
if (RootNode == nullptr)
return FFolderNode();
return *RootNode;
};
private:
FFolderNode *RootNode;
FFolderNode *PreviousNode;
int32 FolderDepth;
int32 PreviousDepth;
TArray<FFolderNode*> VisitedNodes;
};
FFolderVisitor FolderList(FPlatformFileManager::Get().GetPlatformFile());
auto RootNode = FolderList.CreateRootNode(ContentPath, TEXT("Content"));
FolderList.PlatformFile.IterateDirectory(*ContentPath, FolderList);
return *RootNode;
}
如何通过引擎遍历文件结构的方式正确构建链表?
【问题讨论】:
标签: c++ tree directory unreal-engine4 graph-traversal