2022-06-12 17:20:58 +05:30
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// SPDX-License-Identifier: GPL-3.0-only
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/*
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* PolyMC - Minecraft Launcher
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* Copyright (c) 2022 flowln <flowlnlnln@gmail.com>
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* Copyright (C) 2022 Sefa Eyeoglu <contact@scrumplex.net>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*
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* This file incorporates work covered by the following copyright and
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* permission notice:
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*
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* Copyright 2013-2021 MultiMC Contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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2013-11-04 07:23:05 +05:30
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2013-08-14 11:43:41 +05:30
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#pragma once
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#include <QList>
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#include <QMap>
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#include <QSet>
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#include <QString>
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#include <QDir>
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#include <QAbstractListModel>
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2013-08-14 11:43:41 +05:30
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2019-08-04 06:57:53 +05:30
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#include "Mod.h"
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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#include "ResourceFolderModel.h"
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2022-04-16 05:05:17 +05:30
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#include "minecraft/mod/tasks/ModFolderLoadTask.h"
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#include "minecraft/mod/tasks/LocalModParseTask.h"
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2015-09-05 22:16:57 +05:30
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2017-09-17 02:39:05 +05:30
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class LegacyInstance;
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class BaseInstance;
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class QFileSystemWatcher;
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2013-08-14 11:43:41 +05:30
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/**
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* A legacy mod list.
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2013-08-14 11:43:41 +05:30
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* Backed by a folder.
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*/
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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class ModFolderModel : public ResourceFolderModel
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{
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Q_OBJECT
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public:
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enum Columns
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{
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ActiveColumn = 0,
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NameColumn,
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VersionColumn,
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DateColumn,
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NUM_COLUMNS
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};
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enum ModStatusAction {
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Disable,
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Enable,
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Toggle
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};
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ModFolderModel(const QString &dir, bool is_indexed = false);
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2018-07-15 18:21:05 +05:30
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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QVariant data(const QModelIndex &index, int role = Qt::DisplayRole) const override;
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bool setData(const QModelIndex &index, const QVariant &value, int role = Qt::EditRole) override;
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2018-07-15 18:21:05 +05:30
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const override;
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int columnCount(const QModelIndex &parent) const override;
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2018-07-15 18:21:05 +05:30
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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[[nodiscard]] Task* createUpdateTask() override;
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[[nodiscard]] Task* createParseTask(Resource const&) override;
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2018-11-21 04:59:41 +05:30
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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bool installMod(QString file_path) { return ResourceFolderModel::installResource(file_path); }
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bool uninstallMod(const QString& filename, bool preserve_metadata = false);
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2018-07-15 18:21:05 +05:30
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/// Deletes all the selected mods
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bool deleteMods(const QModelIndexList &indexes);
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/// Enable or disable listed mods
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bool setModStatus(const QModelIndexList &indexes, ModStatusAction action);
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2019-08-05 00:43:50 +05:30
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bool isValid();
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2018-07-15 18:21:05 +05:30
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2022-08-10 23:12:24 +05:30
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bool startWatching() override;
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bool stopWatching() override;
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2022-04-15 06:32:41 +05:30
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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QDir indexDir() { return { QString("%1/.index").arg(dir().absolutePath()) }; }
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2014-12-18 07:18:14 +05:30
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2022-08-12 02:54:26 +05:30
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auto selectedMods(QModelIndexList& indexes) -> QList<Mod*>;
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auto allMods() -> QList<Mod*>;
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2022-06-05 05:48:51 +05:30
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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RESOURCE_HELPERS(Mod)
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2013-11-04 07:23:05 +05:30
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private
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slots:
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refactor: move general code from mod model to its own model
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
2022-08-09 10:28:22 +05:30
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void onUpdateSucceeded() override;
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void onParseSucceeded(int ticket, QString resource_id) override;
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private:
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bool setModStatus(int index, ModStatusAction action);
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protected:
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bool m_is_indexed;
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bool m_first_folder_load = true;
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2013-08-14 11:43:41 +05:30
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};
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