From e0fb66428a9b78b4c326df8d7e30429a5b271d74 Mon Sep 17 00:00:00 2001 From: SulfurNitride Date: Sun, 12 Apr 2026 02:40:00 -0500 Subject: Remove dead plugin scaffolds and duplicate lib dirs MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The *_native C++ ports were replaced by bundled Python + .py plugins in de4db79, but the source dirs were left behind without any CMake wiring — causing confusion when editing them appears to do nothing. Same story for libs/dds_header (stale duplicate of libs/preview_dds, unrelated to the actively-used libs/dds-header) and libs/game_gamebryo (superseded by libs/game_bethesda/src/gamebryo). Removes: - libs/basic_games_native - libs/form43_checker_native - libs/installer_omod_native - libs/preview_dds_native - libs/rootbuilder_native - libs/script_extender_checker_native - libs/dds_header - libs/game_gamebryo --- .../src/gamebryo/gamebryosavegameinfo.cpp | 100 --------------------- 1 file changed, 100 deletions(-) delete mode 100644 libs/game_gamebryo/src/gamebryo/gamebryosavegameinfo.cpp (limited to 'libs/game_gamebryo/src/gamebryo/gamebryosavegameinfo.cpp') diff --git a/libs/game_gamebryo/src/gamebryo/gamebryosavegameinfo.cpp b/libs/game_gamebryo/src/gamebryo/gamebryosavegameinfo.cpp deleted file mode 100644 index 6d1289a..0000000 --- a/libs/game_gamebryo/src/gamebryo/gamebryosavegameinfo.cpp +++ /dev/null @@ -1,100 +0,0 @@ -#include "gamebryosavegameinfo.h" - -#include "gamebryosavegame.h" -#include "gamebryosavegameinfowidget.h" -#include "gamegamebryo.h" -#include "imodinterface.h" -#include "imoinfo.h" -#include "iplugingame.h" -#include "ipluginlist.h" - -#include -#include -#include - -GamebryoSaveGameInfo::GamebryoSaveGameInfo(GameGamebryo const* game) : m_Game(game) {} - -GamebryoSaveGameInfo::~GamebryoSaveGameInfo() {} - -GamebryoSaveGameInfo::MissingAssets -GamebryoSaveGameInfo::getMissingAssets(MOBase::ISaveGame const& save) const -{ - GamebryoSaveGame const& gamebryoSave = dynamic_cast(save); - MOBase::IOrganizer* organizerCore = m_Game->m_Organizer; - - // collect the list of missing plugins - MissingAssets missingAssets; - - for (QString const& pluginName : gamebryoSave.getPlugins()) { - switch (organizerCore->pluginList()->state(pluginName)) { - case MOBase::IPluginList::STATE_INACTIVE: - missingAssets[pluginName] = - ProvidingModules{organizerCore->pluginList()->origin(pluginName)}; - break; - case MOBase::IPluginList::STATE_MISSING: - missingAssets[pluginName] = ProvidingModules(); - break; - } - } - - for (QString const& pluginName : gamebryoSave.getLightPlugins()) { - switch (organizerCore->pluginList()->state(pluginName)) { - case MOBase::IPluginList::STATE_INACTIVE: - missingAssets[pluginName] = - ProvidingModules{organizerCore->pluginList()->origin(pluginName)}; - break; - case MOBase::IPluginList::STATE_MISSING: - missingAssets[pluginName] = ProvidingModules(); - break; - } - } - - // Find out any other mods that might contain the esp/esm - QStringList espFilter({"*.esp", "*.esl", "*.esm"}); - - QString dataDir(organizerCore->managedGame()->dataDirectory().absolutePath()); - - // Search normal mods. A note: This will also find mods in data. - for (QString const& mod : organizerCore->modList()->allModsByProfilePriority()) { - MOBase::IModInterface* modInfo = organizerCore->modList()->getMod(mod); - QStringList esps = QDir(modInfo->absolutePath()).entryList(espFilter); - for (QString const& esp : esps) { - MissingAssets::iterator iter = missingAssets.find(esp); - if (modInfo->absolutePath() == dataDir) { - // We have to prune esps that reside in the data directory, otherwise - // you get all the unmanaged mods listed as potential candidates for - // enabling - if (modInfo->name() != organizerCore->pluginList()->origin(esp)) { - continue; - } - } - if (iter != missingAssets.end()) { - if (!iter->contains(modInfo->name())) { - iter->push_back(modInfo->name()); - } - } - } - } - - // search in overwrite - { - QDir overwriteDir(organizerCore->overwritePath()); - QStringList esps = overwriteDir.entryList(espFilter); - for (const QString& esp : esps) { - MissingAssets::iterator iter = missingAssets.find(esp); - if (iter != missingAssets.end()) { - if (!iter->contains("")) { - iter->push_back(""); - } - } - } - } - - return missingAssets; -} - -MOBase::ISaveGameInfoWidget* -GamebryoSaveGameInfo::getSaveGameWidget(QWidget* parent) const -{ - return new GamebryoSaveGameInfoWidget(this, parent); -} -- cgit v1.3.1