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Copy pathPackageDialog.cpp
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Copy pathPackageDialog.cpp
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1045 lines (902 loc) · 27.9 KB
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#if HAS_UI
#include "BaseDialog.h"
#include "PackageDialog.h"
#include "PackageScanDialog.h"
#include "ProgressDialog.h"
#include "SettingsDialog.h"
#include "AboutDialog.h"
#include "UnrealPackage/UnPackage.h"
#include "UmodelCommands.h"
#include "Parallel.h"
#define USE_FULLY_VIRTUAL_LIST 1 // disable only for testing, to compare UIMulticolumnListbox behavior in virtual modes
/*-----------------------------------------------------------------------------
UIPackageList
-----------------------------------------------------------------------------*/
class CFilter
{
public:
CFilter(const char* value)
{
if (value)
{
char buffer[1024];
appStrncpyz(buffer, value, ARRAY_COUNT(buffer));
char* start = buffer;
bool shouldBreak = false;
while (!shouldBreak)
{
char* end = start;
while ((*end != ' ') && (*end != 0))
{
end++;
}
shouldBreak = (*end == 0);
*end = 0;
if (*start != 0)
{
Values.Add(start);
}
start = end + 1;
}
}
}
inline bool IsEmpty() const
{
return Values.Num() == 0;
}
bool Filter(const char* str) const
{
for (const FString& Value : Values)
{
if (!appStristr(str, *Value))
return false;
}
return true;
}
private:
TArray<FString> Values;
};
class UIPackageList : public UIMulticolumnListbox
{
DECLARE_UI_CLASS(UIPackageList, UIMulticolumnListbox);
public:
bool StripPath;
UIPackageDialog::PackageList Packages;
enum
{
COLUMN_Name,
COLUMN_NumSkel,
COLUMN_NumStat,
COLUMN_NumAnim,
COLUMN_NumTex,
COLUMN_Size,
COLUMN_Count
};
UIPackageList(bool InStripPath)
: UIMulticolumnListbox(COLUMN_Count)
, StripPath(InStripPath)
{
AllowMultiselect();
SetVirtualMode();
// Add columns
//?? right-align text in numeric columns
AddColumn("Package name");
AddColumn("Skel", 35, TA_Right);
AddColumn("Stat", 35, TA_Right);
AddColumn("Anim", 35, TA_Right);
AddColumn("Tex", 35, TA_Right);
AddColumn("Size, Kb", 70, TA_Right);
#if USE_FULLY_VIRTUAL_LIST
SetOnGetItemCount(BIND_MEMBER(&UIPackageList::GetItemCountHandler, this));
SetOnGetItemText(BIND_MEMBER(&UIPackageList::GetItemTextHandler, this));
#endif
}
// Fill package list for selected folder
void FillPackageList(UIPackageDialog::PackageList& InPackages, const char* directory, const char* packageFilter)
{
guard(FillPackageList);
LockUpdate();
RemoveAllItems();
Packages.Empty(256);
int folderIndex = appGetGameFolderIndex(directory);
if (folderIndex <= 0)
{
UnlockUpdate();
return; // there's no files in this folder
}
CFilter filter(packageFilter);
for (const CGameFileInfo* package : InPackages)
{
if (package->FolderIndex == folderIndex)
{
// This package is in selected directory
if (filter.IsEmpty())
{
AddPackage(package);
}
else
{
FStaticString<MAX_PACKAGE_PATH> PackageName;
package->GetCleanName(PackageName);
if (filter.Filter(*PackageName))
{
AddPackage(package);
}
}
}
}
UnlockUpdate(); // this will call Repaint()
unguard;
}
// Fill package list for all folders ("flat" mode)
void FillFlatPackageList(UIPackageDialog::PackageList& InPackages, const char* packageFilter)
{
guard(FillFlatPackageList);
LockUpdate(); // HUGE performance gain. Warning: don't use "return" here without UnlockUpdate()!
RemoveAllItems();
Packages.Empty(InPackages.Num());
CFilter filter(packageFilter);
#if !USE_FULLY_VIRTUAL_LIST
ReserveItems(InPackages.Num());
#endif
for (const CGameFileInfo* package : InPackages)
{
if (filter.IsEmpty())
{
AddPackage(package);
}
else
{
FStaticString<MAX_PACKAGE_PATH> RelativeName;
package->GetRelativeName(RelativeName);
if (filter.Filter(*RelativeName))
AddPackage(package);
}
}
UnlockUpdate();
unguard;
}
void AddPackage(const CGameFileInfo* package)
{
Packages.Add(package);
#if !USE_FULLY_VIRTUAL_LIST
FStaticString<MAX_PACKAGE_PATH> Buffer;
if (StripPath)
package->GetCleanName(Buffer);
else
package->GetRelativeName(Buffer);
int index = AddItem(*Buffer);
char buf[32];
// put object count information as subitems
if (package->IsPackageScanned)
{
#define ADD_COLUMN(ColumnEnum, Value) \
if (Value) \
{ \
appSprintf(ARRAY_ARG(buf), "%d", Value); \
AddSubItem(index, ColumnEnum, buf); \
}
ADD_COLUMN(COLUMN_NumSkel, package->NumSkeletalMeshes);
ADD_COLUMN(COLUMN_NumStat, package->NumStaticMeshes);
ADD_COLUMN(COLUMN_NumAnim, package->NumAnimations);
ADD_COLUMN(COLUMN_NumTex, package->NumTextures);
#undef ADD_COLUMN
}
// size
appSprintf(ARRAY_ARG(buf), "%d", package->SizeInKb + package->ExtraSizeInKb);
AddSubItem(index, COLUMN_Size, buf);
#endif // USE_FULLY_VIRTUAL_LIST
}
void SelectPackages(UIPackageDialog::PackageList& SelectedPackages)
{
UnselectAllItems();
for (int i = 0; i < SelectedPackages.Num(); i++)
{
int index = Packages.FindItem(SelectedPackages[i]);
if (index >= 0)
SelectItem(index, true);
}
}
void GetSelectedPackages(UIPackageDialog::PackageList& OutPackageList)
{
OutPackageList.Reset();
OutPackageList.AddZeroed(GetSelectionCount());
for (int selIndex = 0; selIndex < GetSelectionCount(); selIndex++)
{
OutPackageList[selIndex] = Packages[GetSelectionIndex(selIndex)];
}
}
private:
// Virtual list mode: get list item count
void GetItemCountHandler(UIMulticolumnListbox* Sender, int& OutCount)
{
OutCount = Packages.Num();
}
// Virtual list mode: show package information in list
void GetItemTextHandler(UIMulticolumnListbox* Sender, const char*& OutText, int ItemIndex, int SubItemIndex)
{
guard(UIPackageList::GetItemTextHandler);
static FStaticString<MAX_PACKAGE_PATH> Buffer; // returning this value outside by pointer, so it is 'static'
const CGameFileInfo* file = Packages[ItemIndex];
if (SubItemIndex == COLUMN_Name)
{
if (StripPath)
file->GetCleanName(Buffer);
else
file->GetRelativeName(Buffer);
OutText = *Buffer;
}
else if (SubItemIndex == COLUMN_Size)
{
appSprintf(&Buffer[0], 63, "%d", file->SizeInKb + file->ExtraSizeInKb);
OutText = *Buffer;
}
else if (file->IsPackageScanned)
{
int value = 0;
switch (SubItemIndex)
{
case COLUMN_NumSkel: value = file->NumSkeletalMeshes; break;
case COLUMN_NumStat: value = file->NumStaticMeshes; break;
case COLUMN_NumAnim: value = file->NumAnimations; break;
case COLUMN_NumTex: value = file->NumTextures; break;
}
if (value != 0)
{
// don't show zero counts
appSprintf(&Buffer[0], 63, "%d", value);
OutText = *Buffer;
}
else
{
OutText = "";
}
}
unguard;
}
};
/*-----------------------------------------------------------------------------
Main UI code
-----------------------------------------------------------------------------*/
UIPackageDialog::UIPackageDialog()
: DirectorySelected(false)
, ContentScanned(false)
, UseFlatView(false)
, SortedColumn(UIPackageList::COLUMN_Name)
, ReverseSort(false)
{
CloseOnEsc();
HideOnClose();
SetResizeable();
}
UIPackageDialog::EResult UIPackageDialog::Show()
{
ModalResult = CANCEL;
DontGetSelectedPackages = false;
ShowModal("Choose a package to open", 750, 550);
if (ModalResult != CANCEL && !DontGetSelectedPackages)
{
UpdateSelectedPackages();
}
DontGetSelectedPackages = false;
return ModalResult;
}
void UIPackageDialog::SelectPackage(UnPackage* package)
{
SelectedPackages.Empty();
const CGameFileInfo* info = package->FileInfo;
if (info)
{
SelectedPackages.Add(info);
SelectedDir = info->GetPath();
}
}
void UIPackageDialog::InitUI()
{
guard(UIPackageDialog::InitUI);
TreeMenu = new UIMenu;
(*TreeMenu)
[
NewMenuItem("Open folder content")
.SetCallback(BIND_MEMBER(&UIPackageDialog::OnOpenFolderClicked, this))
+ NewMenuItem("Open folder content (append)")
.SetCallback(BIND_MEMBER(&UIPackageDialog::OnOpenAppendFolderClicked, this))
+ NewMenuItem("Export folder content")
.SetCallback(BIND_MEMBER(&UIPackageDialog::OnExportFolderClicked, this))
+ NewMenuItem("Save folder packages")
.SetCallback(BIND_MEMBER(&UIPackageDialog::SaveFolderPackages, this))
+ NewMenuSeparator()
+ NewMenuItem("Scan folder content")
.SetCallback(BIND_LAMBDA([this]() {
PackageList list;
GetPackagesForSelectedFolder(list);
ScanContent(list);
}))
];
ListMenu = new UIMenu;
(*ListMenu)
.SetBeforePopup(BIND_MEMBER(&UIPackageDialog::OnBeforeListMenuPopup, this))
[
NewMenuItem("Open")
.SetCallback(BIND_LAMBDA([this]() { CloseDialog(OPEN); }))
+ NewMenuItem("Open (add to loaded set)")
.SetCallback(BIND_LAMBDA([this]() { CloseDialog(APPEND); }))
+ NewMenuItem("Export")
.SetCallback(BIND_LAMBDA([this]() { CloseDialog(EXPORT); }))
+ NewMenuSeparator()
+ NewMenuItem("Save packages")
.SetCallback(BIND_MEMBER(&UIPackageDialog::SavePackages, this))
+ NewMenuSeparator()
+ NewMenuItem("Copy package path")
.SetCallback(BIND_MEMBER(&UIPackageDialog::CopyPackagePaths, this))
];
(*this)
[
NewControl(UIGroup, GROUP_HORIZONTAL_LAYOUT|GROUP_NO_BORDER)
[
NewControl(UICheckbox, "Flat view", &UseFlatView)
.SetCallback(BIND_MEMBER(&UIPackageDialog::OnFlatViewChanged, this))
+ NewControl(UISpacer)
+ NewControl(UILabel, "Filter:")
.SetY(2)
.SetAutoSize()
+ NewControl(UITextEdit, &PackageFilter)
.SetWidth(120)
.SetCallback(BIND_MEMBER(&UIPackageDialog::OnFilterTextChanged, this))
]
+ NewControl(UIPageControl)
.Expose(FlatViewPager)
.SetHeight(EncodeWidth(1.0f))
[
// page 0: TreeView + ListBox
NewControl(UIGroup, GROUP_HORIZONTAL_LAYOUT|GROUP_NO_BORDER)
.SetHeight(EncodeWidth(1.0f))
[
NewControl(UITreeView)
.SetRootLabel("All packages")
.SetWidth(EncodeWidth(0.3f))
.SetHeight(-1)
.SetCallback(BIND_MEMBER(&UIPackageDialog::OnTreeItemSelected, this))
.UseFolderIcons()
.SetItemHeight(20)
.Expose(PackageTree)
.SetMenu(TreeMenu)
+ CreatePackageListControl(true).Expose(PackageListbox)
.SetMenu(ListMenu)
]
// page 1: single ListBox
+ CreatePackageListControl(false).Expose(FlatPackageList)
.SetMenu(ListMenu)
]
];
CSemaphore packageSortComplete;
if (!Packages.Num())
{
guard(FetchPackageList);
// Package list was not filled yet
// Count packages first for more efficient Packages.Add() when number of packages is very large
int NumPackages = 0;
appEnumGameFiles<int&>(
[](const CGameFileInfo* file, int& param) -> bool
{
param++;
return true;
}, NumPackages);
Packages.Empty(NumPackages);
// Fill Packages list
appEnumGameFiles<TArray<const CGameFileInfo*> >(
[](const CGameFileInfo* file, TArray<const CGameFileInfo*>& param) -> bool
{
param.Add(file);
return true;
}, Packages);
ThreadPool::TryExecuteInThread([this]()
{
// Perform sort - 1st part of UIPackageDialog::SortPackages()
SortPackages(Packages, SortedColumn, ReverseSort);
}, &packageSortComplete);
unguard;
}
// Add paths of all found packages to the directory tree
if (SelectedPackages.Num()) DirectorySelected = true;
guard(FillFolderTree);
TArray<const FString*> Folders;
Folders.Empty(4096); //todo
appEnumGameFolders<TArray<const FString*> >(
[](const FString& Folder, int NumFiles, TArray<const FString*>& Folders) -> bool
{
Folders.Add(&Folder);
return true;
}, Folders);
Folders.Sort([](const FString* const& A, const FString* const& B) -> int
{
return stricmp(**A, **B);
});
// bool isUE4 = false; //todo: not really used
for (const FString* Folder : Folders)
{
// Add a directory to TreeView
const FString& Path = *Folder;
PackageTree->AddItem(*Path);
if (!DirectorySelected)
{
// find the first directory with packages, but don't select /Engine subdirectories by default
bool isUE4EnginePath = (strnicmp(*Path, "Engine", 6) == 0) || (strnicmp(*Path, "/Engine", 7) == 0) || strstr(*Path, "/Plugins") != NULL;
if (!isUE4EnginePath && (stricmp(*Path, *SelectedDir) < 0 || SelectedDir.IsEmpty()))
{
// set selection to the first directory
SelectedDir = Path;
}
}
// if (!isUE4 && !Path.IsEmpty() && !strnicmp(*Path, "/Game", 5))
// isUE4 = true;
}
unguard;
if (!SelectedDir.IsEmpty())
{
PackageTree->Expand(*SelectedDir); //!! note: will not work at the moment because "Expand" works only after creation of UITreeView
}
/* if (isUE4)
{
// UE4 may have multiple root nodes for better layout
// PackageTree->HasRootNode(false);
//?? PackageTree->Expand("/Game"); -- doesn't work unless TreeView is already created
} */
// "Tools" menu
UIMenu* toolsMenu = new UIMenu;
(*toolsMenu)
[
NewMenuItem("Scan content")
.Enable(!ContentScanned)
.Expose(ScanContentMenu)
.SetCallback(BIND_LAMBDA([this]() {
if (ScanContent(Packages))
{
// finished - no needs to perform scan again, disable button
ContentScanned = true;
ScanContentMenu->Enable(false);
}
}))
+ NewMenuItem("Scan versions")
.SetCallback(BIND_STATIC(&ShowPackageScanDialog))
+ NewMenuSeparator()
+ NewMenuItem("Save selected packages")
.Enable(SelectedPackages.Num() > 0)
.SetCallback(BIND_MEMBER(&UIPackageDialog::SavePackages, this))
.Expose(SavePackagesMenu)
+ NewMenuSeparator()
+ NewMenuItem("Options")
.SetCallback(BIND_LAMBDA([]() { UISettingsDialog dialog(GSettings); dialog.Show(); }))
+ NewMenuSeparator()
+ NewMenuItem("About UModel")
.SetCallback(BIND_STATIC(&UIAboutDialog::Show))
];
UIMenu* openMenu = new UIMenu;
(*openMenu)
[
NewMenuItem("Open (replace loaded set)")
.SetCallback(BIND_LAMBDA([this]() { CloseDialog(OPEN); }))
+ NewMenuItem("Append (add to loaded set)")
.SetCallback(BIND_LAMBDA([this]() { CloseDialog(APPEND); }))
];
// dialog buttons
NewControl(UIGroup, GROUP_HORIZONTAL_LAYOUT|GROUP_NO_BORDER)
.SetParent(this)
[
NewControl(UILabel, "Hint: you may open this dialog at any time by pressing \"O\"")
+ NewControl(UIMenuButton, "Tools")
.SetWidth(80)
.SetMenu(toolsMenu)
+ NewControl(UIMenuButton, "Open")
.SetWidth(80)
.SetMenu(openMenu)
.Enable(false)
.Expose(OpenButton)
.SetCallback(BIND_LAMBDA([this]() { CloseDialog(OPEN); }))
// .SetOK() -- this will not let menu to open
+ NewControl(UIButton, "Export")
.SetWidth(80)
.Enable(false)
.Expose(ExportButton)
.SetCallback(BIND_LAMBDA([this]()
{
if (UISettingsDialog::ShowExportOptions(GSettings))
{
CloseDialog(EXPORT);
}
}))
+ NewControl(UIButton, "Cancel")
.SetWidth(80)
.SetCallback(BIND_LAMBDA([this]() { CloseDialog(CANCEL); }))
];
// Finish sorting of packages - 2nd part of UIPackageDialog::SortPackages()
packageSortComplete.Wait();
UpdateUIAfterSort();
unguard;
}
UIPackageList& UIPackageDialog::CreatePackageListControl(bool StripPath)
{
UIPackageList& List = NewControl(UIPackageList, StripPath);
List.SetHeight(-1)
.SetSelChangedCallback(BIND_MEMBER(&UIPackageDialog::OnPackageSelected, this))
.SetDblClickCallback(BIND_MEMBER(&UIPackageDialog::OnPackageDblClick, this))
.SetOnColumnClick(BIND_MEMBER(&UIPackageDialog::OnColumnClick, this));
return List;
}
void UIPackageDialog::CloseDialog(EResult Result, bool bDontGetSelectedPackages)
{
ModalResult = Result;
DontGetSelectedPackages = bDontGetSelectedPackages;
UIBaseDialog::CloseDialog(false);
}
/*-----------------------------------------------------------------------------
Support for tree and flat package lists
-----------------------------------------------------------------------------*/
// Retrieve list of selected packages from currently active UIPackageList
void UIPackageDialog::UpdateSelectedPackages()
{
guard(UIPackageDialog::UpdateSelectedPackages);
if (!IsDialogConstructed) return; // nothing to read from controls yet, don't damage selection array
if (!UseFlatView)
{
PackageListbox->GetSelectedPackages(SelectedPackages);
}
else
{
FlatPackageList->GetSelectedPackages(SelectedPackages);
// Update currently selected directory in tree
if (SelectedPackages.Num())
SelectedDir = SelectedPackages[0]->GetPath();
}
unguard;
}
void UIPackageDialog::GetPackagesForSelectedFolder(PackageList& OutPackages)
{
const char* folder = PackageTree->GetSelectedItem();
if (!folder) return;
int folderLen = strlen(folder);
OutPackages.Empty(1024);
for (const CGameFileInfo* package : Packages)
{
// When root folder selected, "folder" is a empty string, we'll fill Packages with full list of packages
if (folderLen > 0)
{
//todo: use folder index!
const FString& Path = package->GetPath();
if (!Path.StartsWith(folder) || (Path.Len() != folderLen && Path[folderLen] != '/'))
{
// Not in this folder
continue;
}
}
OutPackages.Add(package);
}
}
void UIPackageDialog::OnTreeItemSelected(UITreeView* sender, const char* text)
{
SelectedDir = text;
DirectorySelected = true;
PackageListbox->FillPackageList(Packages, text, *PackageFilter);
}
void UIPackageDialog::OnFlatViewChanged(UICheckbox* sender, bool value)
{
// call UpdateSelectedPackages using previous UseFlatView value
UseFlatView = !UseFlatView;
UpdateSelectedPackages();
UseFlatView = !UseFlatView;
RefreshPackageListbox();
}
void UIPackageDialog::RefreshPackageListbox()
{
// What this function does:
// 1. clear currently unused list
// 2. fill current UIPackageList with filtered list of packages
// 3. update selection - preserve it when changing flat mode value, or when typing something in filter box
// 4. update dialog button states according to selection state (OnPackageSelected)
// 5. activate selected control (use FlatViewPager)
#if 0
appPrintf("Selected packages:\n");
for (int i = 0; i < SelectedPackages.Num(); i++) appPrintf(" %s\n", SelectedPackages[i]->RelativeName);
#endif
if (UseFlatView)
{
// switching to flat list
PackageListbox->RemoveAllItems();
FlatPackageList->FillFlatPackageList(Packages, *PackageFilter);
// select item which was active in tree+list
FlatPackageList->SelectPackages(SelectedPackages);
// update buttons enable state
OnPackageSelected(FlatPackageList);
}
else
{
// switching to tree+list
FlatPackageList->RemoveAllItems();
PackageTree->SelectItem(*SelectedDir);
OnTreeItemSelected(PackageTree, *SelectedDir); // fills package list
// select directory and package
PackageListbox->SelectPackages(SelectedPackages);
// update buttons enable state
OnPackageSelected(PackageListbox);
}
// switch control
FlatViewPager->SetActivePage(UseFlatView ? 1 : 0);
}
/*-----------------------------------------------------------------------------
Package list sorting code
-----------------------------------------------------------------------------*/
// We are working in global package list, no matter if we have all packages
// are filtered by directory name etc, it should work well in any case.
// We can't make qsort stable without storing original package index for comparison.
// This is because when qsort performs sorting iteration, it will split data into 2 parts,
// one with smaller sort value, another one with larger sort value. When value is the same,
// moved data could be reordered.
struct PackageSortHelper
{
const CGameFileInfo* File;
int Index;
};
#define USE_FAST_SORTER 0
#if !USE_FAST_SORTER
static bool PackageSort_Reverse;
static int PackageSort_Column;
// do not use 'switch' inside sorter function
static int PackageSortFunction(const PackageSortHelper* pA, const PackageSortHelper* pB)
{
const CGameFileInfo* A = pA->File;
const CGameFileInfo* B = pB->File;
if (PackageSort_Reverse) Exchange(A, B);
int code = 0;
switch (PackageSort_Column)
{
case UIPackageList::COLUMN_Name:
code = CGameFileInfo::CompareNames(*A, *B);
break;
case UIPackageList::COLUMN_Size:
code = (A->SizeInKb - B->SizeInKb) + (A->ExtraSizeInKb - B->ExtraSizeInKb);
break;
case UIPackageList::COLUMN_NumSkel:
code = A->NumSkeletalMeshes - B->NumSkeletalMeshes;
break;
case UIPackageList::COLUMN_NumStat:
code = A->NumStaticMeshes - B->NumStaticMeshes;
break;
case UIPackageList::COLUMN_NumAnim:
code = A->NumAnimations - B->NumAnimations;
break;
case UIPackageList::COLUMN_NumTex:
code = A->NumTextures - B->NumTextures;
break;
}
// make sort stable
if (code == 0)
code = pA->Index - pB->Index;
return code;
}
#else
// This approach minimizes overhead of sort type selection in PackageSortFunction. Interestingly,
// it doesn't provide enough speedup, but keeping the code just for possible future reference.
#define SORTER0(argA, argB, ...) \
[](const PackageSortHelper* pA, const PackageSortHelper* pB) -> int \
{ \
const CGameFileInfo* A = argA->File; \
const CGameFileInfo* B = argB->File; \
int code = __VA_ARGS__; \
/* make sort stable */ \
if (code == 0) \
code = pA->Index - pB->Index; \
return code; \
}
#define SORTER(...) \
{ SORTER0(pA, pB, __VA_ARGS__), SORTER0(pB, pA, __VA_ARGS__) }
typedef int (*PackageSortFunction_t)(const PackageSortHelper*, const PackageSortHelper*);
static const PackageSortFunction_t PackageSorter[][2] = {
SORTER(CGameFileInfo::CompareNames(*A, *B)), // COLUMN_Name
SORTER(A->NumSkeletalMeshes - B->NumSkeletalMeshes), // COLUMN_NumSkel
SORTER(A->NumStaticMeshes - B->NumStaticMeshes), // COLUMN_NumStat,
SORTER(A->NumAnimations - B->NumAnimations), // COLUMN_NumAnim
SORTER(A->NumTextures - B->NumTextures), // COLUMN_NumTex
SORTER((A->SizeInKb - B->SizeInKb) + (A->ExtraSizeInKb - B->ExtraSizeInKb)), // COLUMN_Size
};
static_assert(ARRAY_COUNT(PackageSorter) == UIPackageList::COLUMN_Count, "Review PackageSorter");
#endif // USE_FAST_SORTER
// Stable sort of packages
/*static*/ void UIPackageDialog::SortPackages(PackageList& List, int Column, bool Reverse)
{
guard(SortPackagesInternal);
// prepare helper array
TArray<PackageSortHelper> SortedArray;
SortedArray.AddUninitialized(List.Num());
for (int i = 0; i < List.Num(); i++)
{
PackageSortHelper& S = SortedArray[i];
S.File = List[i];
S.Index = i;
}
#if !USE_FAST_SORTER
PackageSort_Reverse = Reverse;
PackageSort_Column = Column;
SortedArray.Sort(PackageSortFunction);
#else
SortedArray.Sort(PackageSorter[Column][int(Reverse)]);
#endif
// copy sorted data back to List
for (int i = 0; i < List.Num(); i++)
{
List[i] = SortedArray[i].File;
}
unguard;
}
void UIPackageDialog::SortPackages()
{
guard(UIPackageDialog::SortPackages);
UpdateSelectedPackages();
SortPackages(Packages, SortedColumn, ReverseSort);
UpdateUIAfterSort();
unguard;
}
void UIPackageDialog::UpdateUIAfterSort()
{
guard(UIPackageDialog::UpdateUIAfterSort);
FlatPackageList->ShowSortArrow(SortedColumn, ReverseSort);
PackageListbox->ShowSortArrow(SortedColumn, ReverseSort);
RefreshPackageListbox();
unguard;
}
/*-----------------------------------------------------------------------------
Content tools
-----------------------------------------------------------------------------*/
bool UIPackageDialog::ScanContent(const PackageList& packageList)
{
UIProgressDialog progress;
progress.Show("Scanning packages");
progress.SetDescription("Scanning package");
// perform scan
bool done = ::ScanContent(packageList, &progress);
progress.CloseDialog();
// Refresh package list anyway, even for partially scanned content
SortPackages();
// update package list with new data
UpdateSelectedPackages();
RefreshPackageListbox();
return done;
}
void UIPackageDialog::SavePackages()
{
guard(UIPackageDialog::SavePackages);
if (!UISettingsDialog::ShowSavePackagesOptions(GSettings))
return;
// We are using selection, so update it.
UpdateSelectedPackages();
UIProgressDialog progress;
progress.Show("Saving packages");
progress.SetDescription("Saving package");
::SavePackages(SelectedPackages, &progress);
unguard;
}
void UIPackageDialog::SaveFolderPackages()
{
guard(UIPackageDialog::SaveFolderPackages);
if (!UISettingsDialog::ShowSavePackagesOptions(GSettings))
return;
PackageList PackagesToSave;
GetPackagesForSelectedFolder(PackagesToSave);
UIProgressDialog progress;
progress.Show("Saving packages");
progress.SetDescription("Saving package");
::SavePackages(PackagesToSave, &progress);
unguard;
}
/*-----------------------------------------------------------------------------
Miscellaneous UI callbacks
-----------------------------------------------------------------------------*/
void UIPackageDialog::OnFilterTextChanged(UITextEdit* sender, const char* text)
{
// re-filter lists
UpdateSelectedPackages();
RefreshPackageListbox();
}
void UIPackageDialog::OnPackageSelected(UIMulticolumnListbox* sender)
{
bool enableButtons = (sender->GetSelectionCount() > 0);
OpenButton->Enable(enableButtons);
ExportButton->Enable(enableButtons);
SavePackagesMenu->Enable(enableButtons);
}
void UIPackageDialog::OnPackageDblClick(UIMulticolumnListbox* sender, int value)
{
if (value != -1)
{
CloseDialog(OPEN);
}
}
void UIPackageDialog::OnColumnClick(UIMulticolumnListbox* sender, int column)
{
if (SortedColumn == column)
{
// when the same column clicked again, change sort mode
ReverseSort = !ReverseSort;
}
else
{
SortedColumn = column;
ReverseSort = (column >= 1); // default sort mode for first (name) column is 'normal', for other columns - 'reverse'
}
SortPackages();
}
void UIPackageDialog::OnOpenFolderClicked()
{
SelectedPackages.Empty();
GetPackagesForSelectedFolder(SelectedPackages);
CloseDialog(OPEN, true);
}
void UIPackageDialog::OnOpenAppendFolderClicked()
{
SelectedPackages.Empty();
GetPackagesForSelectedFolder(SelectedPackages);
CloseDialog(APPEND, true);
}
void UIPackageDialog::OnExportFolderClicked()
{
if (!UISettingsDialog::ShowExportOptions(GSettings))
return;
PackageList PackagesToExport;
GetPackagesForSelectedFolder(PackagesToExport);
UIProgressDialog progress;
progress.Show("Exporting packages");
bool cancelled = false;
// Load all packages corresponding to PackagesToExport list
// NOTE: same code exists in CUmodelApp
progress.SetDescription("Scanning package");
TArray<UnPackage*> UnrealPackages;
UnrealPackages.Empty(PackagesToExport.Num());
for (int i = 0; i < PackagesToExport.Num(); i++)
{
FStaticString<MAX_PACKAGE_PATH> RelativeName;
PackagesToExport[i]->GetRelativeName(RelativeName);
if (!progress.Progress(*RelativeName, i, PackagesToExport.Num()))
{
cancelled = true;
break;
}
UnPackage* package = UnPackage::LoadPackage(PackagesToExport[i], true); // should always return non-NULL