summaryrefslogtreecommitdiff
path: root/src/directoryrefresher.cpp
diff options
context:
space:
mode:
authorTannin <Tannin@Miranda>2013-02-17 09:26:29 +0100
committerTannin <Tannin@Miranda>2013-02-17 09:26:29 +0100
commit6516a6b7c19713de28db7142612f1c095e541317 (patch)
tree06829bf7f82e1251a9e3db27185b7df90833bbc8 /src/directoryrefresher.cpp
parent5d1154c24e2475ed2b7ac248de27ab7b501a1e5e (diff)
- moved shared and uibase libraries to namespaces
- bugfix: the "fix mods" function was accessing the save game data incorrectly, causing a crash
Diffstat (limited to 'src/directoryrefresher.cpp')
-rw-r--r--src/directoryrefresher.cpp172
1 files changed, 88 insertions, 84 deletions
diff --git a/src/directoryrefresher.cpp b/src/directoryrefresher.cpp
index 30ea46ae..c6d458de 100644
--- a/src/directoryrefresher.cpp
+++ b/src/directoryrefresher.cpp
@@ -17,87 +17,91 @@ You should have received a copy of the GNU General Public License
along with Mod Organizer. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "directoryrefresher.h"
-#include "utility.h"
-#include "report.h"
-#include <gameinfo.h>
-#include <QDir>
-
-
-DirectoryRefresher::DirectoryRefresher()
- : m_DirectoryStructure(NULL)
-{
-}
-
-DirectoryEntry *DirectoryRefresher::getDirectoryStructure()
-{
- QMutexLocker locker(&m_RefreshLock);
- DirectoryEntry *result = m_DirectoryStructure;
- m_DirectoryStructure = NULL;
- return result;
-}
-
-void DirectoryRefresher::setMods(const std::vector<std::tuple<QString, QString, int> > &mods)
-{
- QMutexLocker locker(&m_RefreshLock);
- m_Mods = mods;
-}
-
-
-void DirectoryRefresher::cleanStructure(DirectoryEntry *structure)
-{
- static wchar_t *files[] = { L"meta.ini", L"readme.txt" };
- for (int i = 0; i < sizeof(files) / sizeof(wchar_t*); ++i) {
- structure->removeFile(files[i]);
- }
-
- static wchar_t *dirs[] = { L"fomod" };
- for (int i = 0; i < sizeof(files) / sizeof(wchar_t*); ++i) {
- structure->removeDir(dirs[i]);
- }
-}
-
-void DirectoryRefresher::addModToStructure(DirectoryEntry *directoryStructure, const QString &modName, int priority, const QString &directory)
-{
- std::wstring directoryW = ToWString(QDir::toNativeSeparators(directory));
-
- directoryStructure->addFromOrigin(ToWString(modName), directoryW, priority);
- QDir dir(directory);
- QFileInfoList bsaFiles = dir.entryInfoList(QStringList("*.bsa"), QDir::Files);
- foreach (QFileInfo file, bsaFiles) {
- directoryStructure->addFromBSA(ToWString(modName), directoryW,
- ToWString(QDir::toNativeSeparators(file.absoluteFilePath())), priority);
- }
-}
-
-void DirectoryRefresher::refresh()
-{
- QMutexLocker locker(&m_RefreshLock);
-
- delete m_DirectoryStructure;
-
- m_DirectoryStructure = new DirectoryEntry(L"data", NULL, 0);
-
- // TODO what was the point of having the priority in this tuple? the list is already sorted by priority
- std::vector<std::tuple<QString, QString, int> >::const_iterator iter = m_Mods.begin();
-
- //TODO i is the priority here, where higher = more important. the input vector is also sorted by priority but inverted!
- for (int i = 1; iter != m_Mods.end(); ++iter, ++i) {
- QString modName = std::get<0>(*iter);
- try {
- addModToStructure(m_DirectoryStructure, modName, i, std::get<1>(*iter));
- } catch (const std::exception &e) {
- emit error(tr("failed to read bsa: %1").arg(e.what()));
- }
- emit progress((i * 100) / m_Mods.size() + 1);
- }
-
- std::wstring dataDirectory = GameInfo::instance().getGameDirectory() + L"\\data";
- m_DirectoryStructure->addFromOrigin(L"data", dataDirectory, 0);
-
- emit progress(100);
-
- cleanStructure(m_DirectoryStructure);
-
- emit refreshed();
-}
+#include "directoryrefresher.h"
+#include "utility.h"
+#include "report.h"
+#include <gameinfo.h>
+#include <QDir>
+
+
+using namespace MOBase;
+using namespace MOShared;
+
+
+DirectoryRefresher::DirectoryRefresher()
+ : m_DirectoryStructure(NULL)
+{
+}
+
+DirectoryEntry *DirectoryRefresher::getDirectoryStructure()
+{
+ QMutexLocker locker(&m_RefreshLock);
+ DirectoryEntry *result = m_DirectoryStructure;
+ m_DirectoryStructure = NULL;
+ return result;
+}
+
+void DirectoryRefresher::setMods(const std::vector<std::tuple<QString, QString, int> > &mods)
+{
+ QMutexLocker locker(&m_RefreshLock);
+ m_Mods = mods;
+}
+
+
+void DirectoryRefresher::cleanStructure(DirectoryEntry *structure)
+{
+ static wchar_t *files[] = { L"meta.ini", L"readme.txt" };
+ for (int i = 0; i < sizeof(files) / sizeof(wchar_t*); ++i) {
+ structure->removeFile(files[i]);
+ }
+
+ static wchar_t *dirs[] = { L"fomod" };
+ for (int i = 0; i < sizeof(files) / sizeof(wchar_t*); ++i) {
+ structure->removeDir(dirs[i]);
+ }
+}
+
+void DirectoryRefresher::addModToStructure(DirectoryEntry *directoryStructure, const QString &modName, int priority, const QString &directory)
+{
+ std::wstring directoryW = ToWString(QDir::toNativeSeparators(directory));
+
+ directoryStructure->addFromOrigin(ToWString(modName), directoryW, priority);
+ QDir dir(directory);
+ QFileInfoList bsaFiles = dir.entryInfoList(QStringList("*.bsa"), QDir::Files);
+ foreach (QFileInfo file, bsaFiles) {
+ directoryStructure->addFromBSA(ToWString(modName), directoryW,
+ ToWString(QDir::toNativeSeparators(file.absoluteFilePath())), priority);
+ }
+}
+
+void DirectoryRefresher::refresh()
+{
+ QMutexLocker locker(&m_RefreshLock);
+
+ delete m_DirectoryStructure;
+
+ m_DirectoryStructure = new DirectoryEntry(L"data", NULL, 0);
+
+ // TODO what was the point of having the priority in this tuple? the list is already sorted by priority
+ std::vector<std::tuple<QString, QString, int> >::const_iterator iter = m_Mods.begin();
+
+ //TODO i is the priority here, where higher = more important. the input vector is also sorted by priority but inverted!
+ for (int i = 1; iter != m_Mods.end(); ++iter, ++i) {
+ QString modName = std::get<0>(*iter);
+ try {
+ addModToStructure(m_DirectoryStructure, modName, i, std::get<1>(*iter));
+ } catch (const std::exception &e) {
+ emit error(tr("failed to read bsa: %1").arg(e.what()));
+ }
+ emit progress((i * 100) / m_Mods.size() + 1);
+ }
+
+ std::wstring dataDirectory = GameInfo::instance().getGameDirectory() + L"\\data";
+ m_DirectoryStructure->addFromOrigin(L"data", dataDirectory, 0);
+
+ emit progress(100);
+
+ cleanStructure(m_DirectoryStructure);
+
+ emit refreshed();
+}