summaryrefslogtreecommitdiff
path: root/src/loadmechanism.h
diff options
context:
space:
mode:
authorisanae <14251494+isanae@users.noreply.github.com>2019-07-20 12:03:05 -0400
committerisanae <14251494+isanae@users.noreply.github.com>2019-08-02 03:06:59 -0400
commitee43c405987d646fd15ad17cf1f1ffe2db45bc51 (patch)
tree534a5c771e47e6e1bb1d695ac0e4f6675ccbaecc /src/loadmechanism.h
parenta05862aaa13b028e2f250347daa7a2e0f64c2380 (diff)
removed obsolete load mechanisms
Diffstat (limited to 'src/loadmechanism.h')
-rw-r--r--src/loadmechanism.h63
1 files changed, 1 insertions, 62 deletions
diff --git a/src/loadmechanism.h b/src/loadmechanism.h
index 51fefaf9..49eb0c52 100644
--- a/src/loadmechanism.h
+++ b/src/loadmechanism.h
@@ -27,33 +27,14 @@ along with Mod Organizer. If not, see <http://www.gnu.org/licenses/>.
/**
* @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();
/**
@@ -66,54 +47,12 @@ public:
/**
* @brief test whether the "Mod Organizer" load mechanism is supported for the current game
*
- * @return true if the load mechanism is supported
+ * @return true
**/
bool isDirectLoadingSupported() const;
- /**
- * @brief test whether the "Script Extender" load mechanism is supported for the current game
- *
- * @return true if the load mechanism is supported
- **/
- bool isScriptExtenderSupported() const;
-
- /**
- * @brief test whether the "Proxy DLL" load mechanism is supported for the current game
- *
- * @return true if the load mechanism is supported
- **/
- bool isProxyDLLSupported() const;
-
-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;
-
};