有时候我们需要遍历文件夹下面的某种后缀名的文件,比如ini,然后读取。UE4已经帮我们写好了工具类,所以,我们调用就好了。
头文件引用: #include "FileManagerGeneric.h"
我做成了蓝图节点方便调用。
H:
/**
* @param app Node name
* @param key Key name
* @param filename full filename
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Item Int", Keywords = "TCFunctionsLibrary sample"), Category = "TC Functions Library")
static int GetItemInt(FString app, FString key, FString filename);
/**
* @param app Node name
* @param key Key name
* @param filename full filename
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Item Double", Keywords = "TC Functions Library"), Category = "TC Functions Library")
static FString GetItemDouble(FString app, FString key, FString filename);
/**
* @param app Node name
* @param key Key name
* @param lpstring The string to write
* @param filename full filename
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Set Item String", Keywords = "TC Functions Library"), Category = "TC Functions Library")
static bool SetItemString(FString app, FString key, FString lpstring, FString filename);
/**
* @param Filename The Name of Process ready to kill
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Kill Process By Name", Keywords = "TC Functions Library"), Category = "TC Functions Library")
static bool KillProcess(FString Filename);
UFUNCTION(BlueprintCallable, meta = (DisplayName = "List Files In Directory", Keywords = "TC Functions Library"), Category = "TC Functions Library")
static TArray<FString> ListFilesInFolder(FString Directory,FString FilesSuffix);
CPP:
int UTCFunctionsLibraryBPLibrary::GetItemInt(FString app, FString key, FString filename)
{
int Resualt;
string str_app(TCHAR_TO_UTF8(*app));
string str_key(TCHAR_TO_UTF8(*key));
string str_filename(TCHAR_TO_UTF8(*filename));
Resualt = GetPrivateProfileIntA(str_app.c_str(), str_key.c_str(), 0, str_filename.c_str());
return Resualt;
}
FString UTCFunctionsLibraryBPLibrary::GetItemDouble(FString app, FString key, FString filename)
{
char temp[32];
string str_app(TCHAR_TO_UTF8(*app));
string str_key(TCHAR_TO_UTF8(*key));
string str_filename(TCHAR_TO_UTF8(*filename));
GetPrivateProfileStringA(str_app.c_str(), str_key.c_str(), 0, temp, 32, str_filename.c_str());
return temp;
}
bool UTCFunctionsLibraryBPLibrary::SetItemString(FString app, FString key, FString lpstring, FString filename)
{
bool Result = true;
string str_app(TCHAR_TO_UTF8(*app));
string str_key(TCHAR_TO_UTF8(*key));
string str_lpstring(TCHAR_TO_UTF8(*lpstring));
string str_filename(TCHAR_TO_UTF8(*filename));
WritePrivateProfileStringA(str_app.c_str(), str_key.c_str(), str_lpstring.c_str(), str_filename.c_str());
return Result;
}
TArray<FString> UTCFunctionsLibraryBPLibrary::ListFilesInFolder(FString Directory,FString FilesSuffix)
{
TArray<FString> Files;
FString GameRootDir = FPaths::GameDir();//这个目录是工程或打包后的根目录
Files.Empty();
GameRootDir = GameRootDir + Directory;
if (FPaths::DirectoryExists(GameRootDir))
{
FString Path = GameRootDir + "*." + FilesSuffix;
FFileManagerGeneric::Get().FindFiles(Files,*Path,true,false);
for (int i = 0;i < Files.Num();i++)
{
Files[i] = GameRootDir + Files[i];
}
}
return Files;
}
ListFilesInFolder 函数返回的是文件名数组。包含全路径。起始路径默认的是根目录,比如想访问工程或者打包游戏后的config文件夹,遍历ini文件,第一个参数传“config/”,第二个参数传“ini”就好了。不加引号.
还有,读写ini不用使用windows的API 来解决,UE4提供了GConfig。哭 我开始居然忘了!直接
FString ValueReceived;
GConfig->GetString(
TEXT("/Script/Engine.WorldInfo"),
TEXT("GlobalDefaultGameType"),
ValueReceived,
GGameIni
);
就可以了。 GetInt,GetFloat,SetString道理一样。