/*
Copyright (C) 2012 Sebastian Herbord. All rights reserved.
This file is part of Mod Organizer.
Mod Organizer is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Mod Organizer is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Mod Organizer. If not, see .
*/
#ifndef DIRECTORYREFRESHER_H
#define DIRECTORYREFRESHER_H
#include
#include
#include
#include
#include
/**
* @brief used to asynchronously generate the virtual view of the combined data directory
**/
class DirectoryRefresher : public QObject
{
Q_OBJECT
public:
/**
* @brief constructor
*
**/
DirectoryRefresher();
~DirectoryRefresher();
/**
* @brief retrieve the updated directory structure
*
* returns a pointer to the updated directory structure. DirectoryRefresher
* deletes its own pointer and the caller takes custody of the pointer
*
* @return updated directory structure
**/
MOShared::DirectoryEntry *getDirectoryStructure();
/**
* @brief sets up the mods to be included in the directory structure
*
* @param mods list of the mods to include
**/
void setMods(const std::vector > &mods);
/**
* @brief sets up the directory where mods are stored
* @param modDirectory the mod directory
* @note this function could be obsoleted easily by storing absolute paths in the parameter to setMods. This is legacy
*/
void setModDirectory(const QString &modDirectory);
/**
* @brief remove files from the directory structure that are known to be irrelevant to the game
* @param the structure to clean
*/
static void cleanStructure(MOShared::DirectoryEntry *structure);
/**
* @brief add files for a mod to the directory structure, including bsas
* @param modName
* @param priorityBSA
* @param directory
* @param priorityDir
*/
static void addModToStructure(MOShared::DirectoryEntry *directoryStructure, const QString &modName, int priority, const QString &directory);
public slots:
/**
* @brief generate a directory structure from the mods set earlier
**/
void refresh();
signals:
void progress(int progress);
void error(const QString &error);
void refreshed();
private:
std::vector > m_Mods;
MOShared::DirectoryEntry *m_DirectoryStructure;
QMutex m_RefreshLock;
};
#endif // DIRECTORYREFRESHER_H