Atlas Game Manager
A game manager for f95 and dlsite written in c++
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Node Struct Reference

#include <SIModel.hpp>

Public Member Functions

 Node (const QString str, Node *parent=nullptr, const bool scan_immediate=false)
 
QString name () const
 
void scan ()
 
bool scanned () const
 
int childCount () const
 
int row () const
 
const Nodeparent () const
 
const Nodechild (const int idx) const
 
Nodechild (const int idx)
 
 ~Node ()
 

Public Attributes

std::variant< DirInfo, FileInfom_info { DirInfo {} }
 
QString m_path
 

Private Attributes

bool m_scanned { false }
 
std::vector< Node * > m_children {}
 
Nodem_parent { nullptr }
 

Constructor & Destructor Documentation

◆ Node()

Node::Node ( const QString str,
Node * parent = nullptr,
const bool scan_immediate = false )

◆ ~Node()

Node::~Node ( )
inline

Member Function Documentation

◆ child() [1/2]

Node * Node::child ( const int idx)
inline

◆ child() [2/2]

const Node * Node::child ( const int idx) const
inline

◆ childCount()

int Node::childCount ( ) const
inline

◆ name()

QString Node::name ( ) const
inline

◆ parent()

const Node * Node::parent ( ) const
inline

◆ row()

int Node::row ( ) const
inline

◆ scan()

void Node::scan ( )
inline

◆ scanned()

bool Node::scanned ( ) const
inline

Member Data Documentation

◆ m_children

std::vector< Node* > Node::m_children {}
private

◆ m_info

std::variant< DirInfo, FileInfo > Node::m_info { DirInfo {} }

◆ m_parent

Node* Node::m_parent { nullptr }
private

◆ m_path

QString Node::m_path

◆ m_scanned

bool Node::m_scanned { false }
private

The documentation for this struct was generated from the following files: