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| #include <windows.h> | |
| #include <stdio.h> | |
| struct DirectoryWatch | |
| { | |
| char filePath[1024]; | |
| char changeBuffer[65536]; | |
| HANDLE directoryHandle; | |
| FILE_NOTIFY_INFORMATION* nextChange; | |
| }; | |
| DirectoryWatch createDirectoryWatch(const char* directoryPath) | |
| { | |
| DirectoryWatch watch = {0}; | |
| watch.directoryHandle = CreateFile(directoryPath, FILE_LIST_DIRECTORY, FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, 0, OPEN_EXISTING, FILE_FLAG_BACKUP_SEMANTICS, 0); | |
| return watch; | |
| } | |
| bool waitForDirectoryChanges(DirectoryWatch* watch) | |
| { | |
| if (!watch->nextChange) | |
| { | |
| DWORD bytesWritten; | |
| if (!ReadDirectoryChangesW(watch->directoryHandle, watch->changeBuffer, sizeof(watch->changeBuffer), true, FILE_NOTIFY_CHANGE_FILE_NAME | FILE_NOTIFY_CHANGE_LAST_WRITE | FILE_NOTIFY_CHANGE_ATTRIBUTES | FILE_NOTIFY_CHANGE_SIZE | FILE_NOTIFY_CHANGE_SECURITY | FILE_NOTIFY_CHANGE_CREATION | FILE_NOTIFY_CHANGE_DIR_NAME, &bytesWritten, 0, 0)) { | |
| return false; | |
| } | |
| Sleep(100); // Wait a bit for writes to finish | |
| watch->nextChange = (FILE_NOTIFY_INFORMATION*)&watch->changeBuffer; | |
| } | |
| int utf8Size = WideCharToMultiByte(CP_UTF8, 0, watch->nextChange->FileName, watch->nextChange->FileNameLength/2, watch->filePath, sizeof(watch->filePath)-1, 0, 0); | |
| watch->filePath[utf8Size] = '\0'; | |
| if (watch->nextChange->NextEntryOffset) watch->nextChange = (FILE_NOTIFY_INFORMATION*)(((char*)watch->nextChange) + watch->nextChange->NextEntryOffset); | |
| else watch->nextChange = 0; | |
| return true; | |
| } | |
| // Usage example | |
| void main() | |
| { | |
| // You would probably run this in a separate thread and send messages to your | |
| // window, or queue asset reloads in your game. | |
| DirectoryWatch watch = createDirectoryWatch("."); | |
| while (waitForDirectoryChanges(&watch)) { | |
| puts(watch.filePath); | |
| } | |
| } |
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