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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 PLUGINLIST_H
#define PLUGINLIST_H
#include <directoryentry.h>
#include <ipluginlist.h>
namespace MOBase { class IPluginGame; }
#include <QString>
#include <QListWidget>
#include <QTimer>
#include <QTemporaryFile>
#pragma warning(push)
#pragma warning(disable: 4100)
#ifndef Q_MOC_RUN
#include <boost/signals2.hpp>
#include <boost/ptr_container/ptr_vector.hpp>
#endif
#include <vector>
#include <map>
template <class C>
class ChangeBracket {
public:
ChangeBracket(C *model)
: m_Model(nullptr)
{
QVariant var = model->property("__aboutToChange");
bool aboutToChange = var.isValid() && var.toBool();
if (!aboutToChange) {
model->layoutAboutToBeChanged();
model->setProperty("__aboutToChange", true);
m_Model = model;
}
}
~ChangeBracket() {
finish();
}
void finish() {
if (m_Model != nullptr) {
m_Model->layoutChanged();
m_Model->setProperty("__aboutToChange", false);
m_Model = nullptr;
}
}
private:
C *m_Model;
};
/**
* @brief model representing the plugins (.esp/.esm) in the current virtual data folder
**/
class PluginList : public QAbstractItemModel, public MOBase::IPluginList
{
Q_OBJECT
friend class ChangeBracket<PluginList>;
public:
enum EColumn {
COL_NAME,
COL_FLAGS,
COL_PRIORITY,
COL_MODINDEX,
COL_LASTCOLUMN = COL_MODINDEX
};
typedef boost::signals2::signal<void ()> SignalRefreshed;
typedef boost::signals2::signal<void (const QString &, int, int)> SignalPluginMoved;
typedef boost::signals2::signal<void (const QString &, PluginStates)> SignalPluginStateChanged;
public:
/**
* @brief constructor
*
* @param parent parent object
**/
PluginList(QObject *parent = nullptr);
~PluginList();
/**
* @brief does a complete refresh of the list
*
* @param profileName name of the current profile
* @param baseDirectory the root directory structure representing the virtual data directory
* @param pluginsFile file that stores the list of enabled plugins
* @param loadOrderFile file that stored the load order (not an official file but used by many tools for skyrim)
* @param lockedOrderFile list of plugins that shouldn't change load order
* @todo the profile is not used? If it was, we should pass the Profile-object instead
**/
void refresh(const QString &profileName
, const MOShared::DirectoryEntry &baseDirectory
, const QString &pluginsFile
, const QString &loadOrderFile
, const QString &lockedOrderFile);
/**
* @brief enable a plugin based on its name
*
* @param name name of the plugin to enable
* @param enable set to true to enable the esp, false to disable it
**/
void enableESP(const QString &name, bool enable = true);
/**
* @brief test if a plugin is enabled
*
* @param name name of the plugin to look up
* @return true if the plugin is enabled, false otherwise
**/
bool isEnabled(const QString &name);
/**
* @brief clear all additional information we stored on plugins
*/
void clearAdditionalInformation();
/**
* @brief reset additional information on a mod
* @param name name of the plugin to clear the information of
*/
void clearInformation(const QString &name);
/**
* @brief add additional information on a mod (i.e. from loot)
* @param name name of the plugin to add information about
* @param message the message to add to the plugin
*/
void addInformation(const QString &name, const QString &message);
/**
* @brief test if a plugin is enabled
*
* @param index index of the plugin to look up
* @return true if the plugin is enabled, false otherwise
* @throws std::out_of_range exception is thrown if index is invalid
**/
bool isEnabled(int index);
/**
* @brief update the plugin status (enabled/disabled) from the specified file
*
* @param fileName path of the file to load. the filename should be "plugin.txt"
* @todo it would make sense to move this into the Profile-class
**/
void readEnabledFrom(const QString &fileName);
/**
* @brief save the plugin status to the specified file
*
* @param pluginFileName path of the plugin.txt to write to
* @param loadOrderFileName path of the loadorder.txt to write to
* @param lockedOrderFileName path of the lockedorder.txt to write to
* @param deleterFileName file to receive a list of files to hide from the virtual data tree. This is used to hide unchecked plugins if "hideUnchecked" is true
* @param hideUnchecked if true, plugins that aren't enabled will be hidden from the virtual data directory
**/
void saveTo(const QString &pluginFileName
, const QString &loadOrderFileName
, const QString &lockedOrderFileName
, const QString &deleterFileName
, bool hideUnchecked) const;
/**
* @brief save the current load order
*
* the load order used by the game is defined by the last modification time which this
* function sets. An exception is newer version of skyrim where the load order is defined
* by the order of files in plugins.txt
* @param directoryStructure the root directory structure representing the virtual data directory
* @return true on success or if there was nothing to save, false if the load order can't be saved, i.e. because files are locked
* @todo since this works on actual files the load order can't be configured per-profile. Files of the same name
* in different mods can also have different load orders which makes this very intransparent
* @note also stores to disk the list of locked esps
**/
bool saveLoadOrder(MOShared::DirectoryEntry &directoryStructure);
/**
* @return number of enabled plugins in the list
*/
int enabledCount() const;
QString getName(int index) const { return m_ESPs.at(index).m_Name; }
int getPriority(int index) const { return m_ESPs.at(index).m_Priority; }
bool isESPLocked(int index) const;
void lockESPIndex(int index, bool lock);
bool eventFilter(QObject *obj, QEvent *event);
static QString getColumnName(int column);
static QString getColumnToolTip(int column);
void refreshLoadOrder();
void disconnectSlots();
public:
virtual PluginStates state(const QString &name) const;
virtual int priority(const QString &name) const;
virtual int loadOrder(const QString &name) const;
virtual bool isMaster(const QString &name) const;
virtual QStringList masters(const QString &name) const;
virtual QString origin(const QString &name) const;
virtual bool onRefreshed(const std::function<void()> &callback);
virtual bool onPluginMoved(const std::function<void (const QString &, int, int)> &func);
virtual bool onPluginStateChanged(const std::function<void (const QString &, PluginStates)> &func) override;
public: // implementation of the QAbstractTableModel interface
virtual int rowCount(const QModelIndex &parent = QModelIndex()) const;
virtual int columnCount(const QModelIndex &parent = QModelIndex()) const;
virtual QVariant data(const QModelIndex &index, int role = Qt::DisplayRole) const;
virtual bool setData(const QModelIndex &index, const QVariant &value, int role = Qt::EditRole);
virtual QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const;
virtual Qt::ItemFlags flags(const QModelIndex &index) const;
virtual Qt::DropActions supportedDropActions() const { return Qt::MoveAction; }
virtual bool dropMimeData(const QMimeData *data, Qt::DropAction action, int row, int column, const QModelIndex &parent);
virtual QModelIndex index(int row, int column, const QModelIndex &parent = QModelIndex()) const;
virtual QModelIndex parent(const QModelIndex &child) const;
public slots:
/**
* @brief enables ALL plugins
**/
void enableAll();
/**
* @brief disables ALL plugins
**/
void disableAll();
/**
* @brief The currently managed game has changed
* @param gamePlugin
*/
void managedGameChanged(MOBase::IPluginGame const *gamePlugin);
signals:
/**
* @brief emitted when the plugin list changed, i.e. the load order was modified or a plugin was checked/unchecked
* @note this is currently only used to signal that there are changes that can be saved, it does
* not immediately cause anything to be written to disc
**/
void esplist_changed();
void writePluginsList();
private:
struct ESPInfo {
ESPInfo(const QString &name, bool enabled, const QString &originName, const QString &fullPath, bool hasIni);
QString m_Name;
QString m_FullPath;
bool m_Enabled;
bool m_ForceEnabled;
int m_Priority;
int m_LoadOrder;
FILETIME m_Time;
QString m_OriginName;
bool m_IsMaster;
bool m_IsDummy;
QString m_Author;
QString m_Description;
bool m_HasIni;
std::set<QString> m_Masters;
mutable std::set<QString> m_MasterUnset;
};
struct AdditionalInfo {
QStringList m_Messages;
};
friend bool ByName(const ESPInfo& LHS, const ESPInfo& RHS);
friend bool ByDate(const ESPInfo& LHS, const ESPInfo& RHS);
friend bool ByPriority(const ESPInfo& LHS, const ESPInfo& RHS);
private:
void syncLoadOrder();
void updateIndices();
void writePlugins(const QString &fileName, bool writeUnchecked) const;
void writeLockedOrder(const QString &fileName) const;
bool readLoadOrder(const QString &fileName);
void readLockedOrderFrom(const QString &fileName);
void setPluginPriority(int row, int &newPriority);
void changePluginPriority(std::vector<int> rows, int newPriority);
void testMasters();
private:
std::vector<ESPInfo> m_ESPs;
mutable std::map<QString, QByteArray> m_LastSaveHash;
std::map<QString, int> m_ESPsByName;
std::vector<int> m_ESPsByPriority;
// maps esp names to the priority specified in loadorder.txt. The esp names are
// all lowercase!! This is to work around the fact that BOSS for some reason writes some file with
// capitalization that doesn't match the actual name
std::map<QString, int> m_ESPLoadOrder;
std::map<QString, int> m_LockedOrder;
std::map<QString, AdditionalInfo> m_AdditionalInfo; // maps esp names to boss information
QString m_CurrentProfile;
QFontMetrics m_FontMetrics;
QTextCodec *m_Utf8Codec;
QTextCodec *m_LocalCodec;
SignalRefreshed m_Refreshed;
SignalPluginMoved m_PluginMoved;
SignalPluginStateChanged m_PluginStateChanged;
QTemporaryFile m_TempFile;
MOBase::IPluginGame const *m_GamePlugin;
};
#pragma warning(pop)
#endif // PLUGINLIST_H
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