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authorTannin <Tannin@Serenity>2013-02-03 12:49:25 +0100
committerTannin <Tannin@Serenity>2013-02-03 12:49:25 +0100
commit981f8b3acf7e76f27c02f4ced80d55b424cc7497 (patch)
tree0f504d99d1e5fe197258febff3c147d0725abda4 /src/loadmechanism.h
initial commit to mercurial repository.
Corresponds to MO version 0.12.6
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+/*
+Copyright (C) 2012 Sebastian Herbord. All rights reserved.
+
+This file is part of Mod Organizer.
+
+Mod Organizer is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 3 of the License, or
+(at your option) any later version.
+
+Mod Organizer is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Mod Organizer. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#ifndef LOADMECHANISM_H
+#define LOADMECHANISM_H
+
+
+#include <QDir>
+#include <QString>
+
+
+/**
+ * @brief manages the various load mechanisms supported by Mod Organizer
+ * the load mechanisms is the means by which the mo-dll is injected into the target
+ * process. The default mode "mod organizer" requires the target process to be started
+ * from inside mod organizer. In certain cases (oblivion steam edition) this is not
+ * possible since the game can then only be started from steam.
+ * "Script Extender" is an alternative load mechanism that uses a script extender (obse,
+ * fose, nvse or skse) to load MO. This is reliable but prevents se plugins installed
+ * through MO from working.
+ * "Proxy DLL" replaces a dll belonging to the game by a proxy that will load MO and then
+ * chain-load the original dll. This currently only works with steam-versions of games and
+ * is intended as a last resort solution.
+ **/
+class LoadMechanism
+{
+public:
+
+ enum EMechanism {
+ LOAD_MODORGANIZER = 0,
+ LOAD_SCRIPTEXTENDER,
+ LOAD_PROXYDLL
+ };
+
+public:
+
+ /**
+ * @brief constructor
+ *
+ **/
+ LoadMechanism();
+
+ /**
+ * activate the specified mechanism. This automatically disables any other mechanism active
+ *
+ * @param mechanism the mechanism to activate
+ **/
+ void activate(EMechanism mechanism);
+
+ /**
+ * @brief test whether the "Mod Organizer" load mechanism is supported for the current game
+ *
+ * @return true if the load mechanism is supported
+ **/
+ bool isDirectLoadingSupported();
+
+ /**
+ * @brief test whether the "Script Extender" load mechanism is supported for the current game
+ *
+ * @return true if the load mechanism is supported
+ **/
+ bool isScriptExtenderSupported();
+
+ /**
+ * @brief test whether the "Proxy DLL" load mechanism is supported for the current game
+ *
+ * @return true if the load mechanism is supported
+ **/
+ bool isProxyDLLSupported();
+
+private:
+
+ // write a hint file that is required for certain loading mechanisms for the dll to find
+ // the mod organizer installation
+ void writeHintFile(const QDir &targetDirectory);
+
+ // remove the hint file if it exists. does nothing if the file doesn't exist
+ void removeHintFile(QDir &targetDirectory);
+
+ // compare the two files by md5-hash, returns true if they are identical
+ bool hashIdentical(const QString &fileNameLHS, const QString &fileNameRHS);
+
+ // deactivate loading through script extender. does nothing if se-loading wasn't active
+ void deactivateScriptExtender();
+
+ // deactivate loading through proxy-dll. does nothing if se-loading wasn't active
+ void deactivateProxyDLL();
+
+ // activate loading through script extender. does nothing if already active. updates
+ // the dll if necessary
+ void activateScriptExtender();
+
+ // activate loading through proxy-dll. does nothing if already active. updates
+ // the dll if necessary
+ void activateProxyDLL();
+
+private:
+
+ EMechanism m_SelectedMechanism;
+
+};
+
+
+#endif // LOADMECHANISM_H