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authortristan-iu <tristan.iung@hotmail.com>2026-06-21 17:56:42 +0200
committertristan-iu <tristan.iung@hotmail.com>2026-06-23 23:54:42 +0200
commita5ad5ddc9df898cffad7e7a0996051a455fc99fc (patch)
tree5b6a7e2a0bf38dce341a8915287fc03c15dcd099 /libs/uibase
parenta5144a78fc4dd61f90d1534d24057ad07978b5ac (diff)
Add IPluginGame::usesVFS() game feature and python binding
Diffstat (limited to 'libs/uibase')
-rw-r--r--libs/uibase/include/uibase/iplugingame.h13
1 files changed, 13 insertions, 0 deletions
diff --git a/libs/uibase/include/uibase/iplugingame.h b/libs/uibase/include/uibase/iplugingame.h
index c7760f1..86ed7b0 100644
--- a/libs/uibase/include/uibase/iplugingame.h
+++ b/libs/uibase/include/uibase/iplugingame.h
@@ -154,6 +154,19 @@ public:
/**
* this function may be called before init()
*
+ * @return true if Fluorine should mount its FUSE VFS over the game's data
+ * directory for this game (the default). Return false for games that
+ * manage their own virtual file system — e.g. OpenMW, which reads mods
+ * from data= entries in openmw.cfg — so Fluorine skips the mount
+ * entirely and lets the engine resolve its own load order. This is
+ * distinct from isNativeLinux(): a native Linux game (e.g. Stardew
+ * Valley) can still rely on the VFS to expose its mods.
+ */
+ virtual bool usesVFS() const { return true; }
+
+ /**
+ * this function may be called before init()
+ *
* @return an icon for this game
*/
virtual QIcon gameIcon() const = 0;