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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 ACTIVATEMODSDIALOG_H
#define ACTIVATEMODSDIALOG_H
#include "savegameinfo.h"
#include "tutorabledialog.h"
#include <QObject>
#include <QString>
#include <QWidget>
#include <set>
namespace Ui
{
class ActivateModsDialog;
}
/**
* @brief Dialog that is used to batch activate/deactivate mods and plugins
**/
class ActivateModsDialog : public MOBase::TutorableDialog
{
Q_OBJECT
public:
/**
* @brief constructor
*
* @param missingPlugins a map containing missing plugins that need to be activated
* @param parent ... Defaults to 0.
**/
explicit ActivateModsDialog(MOBase::SaveGameInfo::MissingAssets const& missingAssets,
QWidget* parent = 0);
~ActivateModsDialog();
/**
* @brief get a list of mods that the user chose to activate
*
* @note This can of ocurse only be called after the dialog has been displayed
*
* @return set< QString > the mods to activate
**/
std::set<QString> getModsToActivate();
/**
* @brief get a list of plugins that should be activated
*
* @return set< QString > the plugins to activate. This contains only plugins that
*become available after enabling the mods retrieved with getModsToActivate
**/
std::set<QString> getESPsToActivate();
private slots:
private:
Ui::ActivateModsDialog* ui;
};
#endif // ACTIVATEMODSDIALOG_H
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