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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
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