various bugfixes and such.
also bookmarks, temp song loaderm and undo overhaul with near complete multiplayer, but menu items disabled. i really wish i could split this into multiple commits, but i don't know how to work unreal.
This commit is contained in:
squeaksies
2018-11-07 18:00:46 -08:00
parent ac6475494a
commit 7b6050b843
180 changed files with 3336 additions and 3301 deletions

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#pragma once
#include "ModuleManager.h"
/**
* The public interface to this module. In most cases, this interface is only public to sibling modules
* within this plugin.
*/
class IWindowsFileUtility : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IWindowsFileUtility& Get()
{
return FModuleManager::LoadModuleChecked< IWindowsFileUtility >("WindowsFileUtility");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("WindowsFileUtility");
}
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "WFUFileListInterface.generated.h"
UINTERFACE(MinimalAPI)
class UWFUFileListInterface : public UInterface
{
GENERATED_UINTERFACE_BODY()
};
class WINDOWSFILEUTILITY_API IWFUFileListInterface
{
GENERATED_IINTERFACE_BODY()
public:
/**
* Called when a file has been found inside the folder of choice
* @param FileName of the found file.
* @param Size in bytes of the found file.
* @param FilePath of the file that was found
*/
UFUNCTION(BlueprintNativeEvent, Category = FolderWatchEvent)
void OnListFileFound(const FString& FileName, int32 ByteCount, const FString& FilePath);
/**
* Called when a directory has been found inside the folder of choice
* @param DirectoryName of the found directory.
* @param FilePath of the file that was found
*/
UFUNCTION(BlueprintNativeEvent, Category = FolderWatchEvent)
void OnListDirectoryFound(const FString& DirectoryName, const FString& FilePath);
/**
* Called when the listing operation has completed.
* @param DirectoryPath Path of the directory
* @param Files array of files found
*/
UFUNCTION(BlueprintNativeEvent, Category = FolderWatchEvent)
void OnListDone(const FString& DirectoryPath, const TArray<FString>& Files, const TArray<FString>& Folders);
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "WFUFolderWatchInterface.generated.h"
UINTERFACE(MinimalAPI)
class UWFUFolderWatchInterface : public UInterface
{
GENERATED_UINTERFACE_BODY()
};
class WINDOWSFILEUTILITY_API IWFUFolderWatchInterface
{
GENERATED_IINTERFACE_BODY()
public:
/**
* Called when a file inside the folder has changed
* @param FilePath Path of the file that has changed
*/
UFUNCTION(BlueprintNativeEvent, Category = FolderWatchEvent)
void OnFileChanged(const FString& FileName, const FString& FilePath);
/**
* Called when a directory inside the folder has changed
* @param FilePath Path of the file that has changed
*/
UFUNCTION(BlueprintNativeEvent, Category = FolderWatchEvent)
void OnDirectoryChanged(const FString& DirectoryName, const FString& DirectoryPath);
};

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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
/*
Long duration lambda wrapper, which are generally not supported by the taskgraph system. New thread per lambda and they will auto-delete upon
completion.
*/
class WINDOWSFILEUTILITY_API WFULambdaRunnable : public FRunnable
{
private:
/** Thread to run the worker FRunnable on */
FRunnableThread* Thread;
// Used to give each thread a unique stat group
static uint64 ThreadNumber;
//Lambda function pointer
TFunction< void()> FunctionPointer;
// A queued threadpool used to run lambda's in the background. This has lazy initialization and is meant to be used with
// - AddLambdaToQueue
// - RemoveLAmbdaFromQueue
static FQueuedThreadPool* ThreadPool;
public:
//Constructor / Destructor
WFULambdaRunnable(TFunction< void()> InFunction);
virtual ~WFULambdaRunnable();
// Begin FRunnable interface.
virtual uint32 Run() override;
virtual void Exit() override;
// End FRunnable interface
// Initializes the queued thread pool. This is called lazily when the first task is added to the queue
// but can also be called by hand to initialize with a specific number of threads. The default number
// of threads is FPlatformMisc::NumberOfIOWorkerThreadsToSpawn() which last I checked was hard-coded
// at 4. <NOTE> that if you want to call this by hand, you need to do so before ever calling AddLambdaToQueue.
static void InitThreadPool(int32 NumberOfThreads);
/** Makes sure this thread has stopped properly */
void EnsureCompletion();
// Runs the passed lambda on the background thread, new thread per call
static WFULambdaRunnable* RunLambdaOnBackGroundThread(TFunction< void()> InFunction);
// Adds a lambda to be ran on the queued thread pool. Returns a pointer to IQueuedWork which
// can be used to later remove the queued job from the pool assuming it hasn't been processed.
static IQueuedWork* AddLambdaToQueue(TFunction< void()> InFunction);
// Removes a lambda from the thread queue
static bool RemoveLambdaFromQueue(IQueuedWork* Work);
// Runs a short lambda on the game thread via task graph system
static FGraphEventRef RunShortLambdaOnGameThread(TFunction< void()> InFunction);
private:
// This was yanked from Engine/Source/Runtime/Core/Public/Async/Async.h (originally called AsyncPool(..)). FQueuedThreadPool doesn't have
// much documentation, so using the engine code as reference, pretty much everyone seems to use this templated function to queue up work.
// It was modified to return an IQueuedWork instead of a TFuture to be more convenient for actually removing items from the queue.
template<typename ResultType>
static IQueuedWork* AsyncLambdaPool(FQueuedThreadPool& ThreadPool, TFunction<ResultType()> Function, TFunction<void()> CompletionCallback = TFunction<void()>())
{
TPromise<ResultType> Promise(MoveTemp(CompletionCallback));
TFuture<ResultType> Future = Promise.GetFuture();
IQueuedWork* Work = new TAsyncQueuedWork<ResultType>(MoveTemp(Function), MoveTemp(Promise));
ThreadPool.AddQueuedWork(Work);
return Work;
}
};

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#pragma once
#include "WFULambdaRunnable.h"
#include "WindowsFileUtilityFunctionLibrary.generated.h"
//Struct to Track which delegate is watching files
struct FWatcher
{
UObject* Delegate;
FString Path;
WFULambdaRunnable* Runnable = nullptr;
FThreadSafeBool ShouldRun = true;
};
inline bool operator==(const FWatcher& lhs, const FWatcher& rhs)
{
return lhs.Delegate == rhs.Delegate;
}
UCLASS(ClassGroup = WindowsFileUtility, Blueprintable)
class WINDOWSFILEUTILITY_API UWindowsFileUtilityFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static bool DoesFileExist(const FString& FullPath);
/*Expects full path including name. you can use this function to rename files.*/
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static bool MoveFileTo(const FString& From, const FString& To);
/*Expects full path including folder name.*/
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static bool CreateDirectoryAt(const FString& FullPath);
/*Deletes file (not directory). Expects full path.*/
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static bool DeleteFileAt(const FString& FullPath);
/*Deletes empty folders only. Expects full path.*/
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static bool DeleteEmptyFolder(const FString& FullPath);
/*Dangerous function, not exposed to blueprint. */
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static bool DeleteFolderRecursively(const FString& FullPath);
/** Watch a folder for change. WatcherDelegate should respond to FolderWatchInterface*/
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static void WatchFolder(const FString& FullPath, UObject* WatcherDelegate);
/** Stop watching a folder for change. WatcherDelegate should respond to FolderWatchInterface*/
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static void StopWatchingFolder(const FString& FullPath, UObject* WatcherDelegate);
/** List the contents, expects UFileListInterface*/
UFUNCTION(BlueprintCallable, Category = WindowsFileUtility)
static void ListContentsOfFolder(const FString& FullPath, UObject* ListDelegate);
//Convenience C++ callback
static void ListContentsOfFolderToCallback(const FString& FullPath, TFunction<void(const TArray<FString>&, const TArray<FString>&)> OnListCompleteCallback);
//Todo: add watch folder with threadsafe boolean passthrough
//static void ListContentsOfFolderToCallback(const FString& FullPath, TFunction<void(const TArray<FString>&, const TArray<FString>&)> OnListCompleteCallback);
private:
static void WatchFolderOnBgThread(const FString& FullPath, const FWatcher* Watcher);
static TMap<FString, TArray<FWatcher>> Watchers;
};