From ee43c405987d646fd15ad17cf1f1ffe2db45bc51 Mon Sep 17 00:00:00 2001 From: isanae <14251494+isanae@users.noreply.github.com> Date: Sat, 20 Jul 2019 12:03:05 -0400 Subject: removed obsolete load mechanisms --- src/loadmechanism.h | 63 +---------------------------------------------------- 1 file changed, 1 insertion(+), 62 deletions(-) (limited to 'src/loadmechanism.h') 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 . /** * @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; - }; -- cgit v1.3.1