Refactor & Optimize use of depth

Code Refactored

Using Depth now prunes the tree below the displayable depth so display
calls finish quicker.
This commit is contained in:
andy.boot
2018-05-10 16:52:39 +01:00
parent 6a86e8befd
commit b1b933d851
3 changed files with 53 additions and 39 deletions
+6 -13
View File
@@ -5,7 +5,7 @@ extern crate walkdir;
use self::display::draw_it;
use clap::{App, AppSettings, Arg};
use utils::{find_big_ones, get_dir_tree, simplify_dir_names, sort};
use utils::{find_big_ones, get_dir_tree, simplify_dir_names, sort, trim_deep_ones};
mod display;
mod utils;
@@ -83,22 +83,15 @@ fn main() {
let use_full_path = options.is_present("display_full_paths");
let simplified_dirs = simplify_dir_names(target_dirs);
let (permissions, nodes, top_level_names) = get_dir_tree(simplified_dirs, use_apparent_size);
let (permissions, nodes) = get_dir_tree(&simplified_dirs, use_apparent_size);
let sorted_data = sort(nodes);
let biggest_ones = {
if depth.is_none() {
find_big_ones(sorted_data, number_of_lines)
} else {
sorted_data
match depth {
None => find_big_ones(sorted_data, number_of_lines + simplified_dirs.len()),
Some(d) => trim_deep_ones(sorted_data, d, &simplified_dirs)
}
};
draw_it(
permissions,
!use_full_path,
depth,
top_level_names,
biggest_ones,
);
draw_it(permissions, !use_full_path, depth, simplified_dirs, biggest_ones);
}
#[cfg(test)]