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openmw/components/contentselector/model/contentmodel.cpp

907 lines
26 KiB
C++

#include "contentmodel.hpp"
#include "esmfile.hpp"
#include <algorithm>
#include <fstream>
#include <memory>
11 years ago
#include <stdexcept>
#include <unordered_set>
11 years ago
#include <QDataStream>
#include <QDebug>
#include <QDir>
#include <QFont>
#include <QIODevice>
#include <components/esm/format.hpp>
#include <components/esm3/esmreader.hpp>
#include <components/esm4/reader.hpp>
#include <components/files/openfile.hpp>
#include <components/files/qtconversion.hpp>
ContentSelectorModel::ContentModel::ContentModel(
QObject* parent, QIcon& warningIcon, QIcon& errorIcon, bool showOMWScripts)
: QAbstractTableModel(parent)
, mWarningIcon(warningIcon)
, mErrorIcon(errorIcon)
, mShowOMWScripts(showOMWScripts)
, mMimeType("application/omwcontent")
, mMimeTypes(QStringList() << mMimeType)
, mColumnCount(1)
, mDropActions(Qt::MoveAction)
{
setEncoding("win1252");
uncheckAll();
}
ContentSelectorModel::ContentModel::~ContentModel()
{
qDeleteAll(mFiles);
mFiles.clear();
}
void ContentSelectorModel::ContentModel::setEncoding(const QString& encoding)
{
mEncoding = encoding;
}
int ContentSelectorModel::ContentModel::columnCount(const QModelIndex& parent) const
{
if (parent.isValid())
return 0;
return mColumnCount;
}
int ContentSelectorModel::ContentModel::rowCount(const QModelIndex& parent) const
{
if (parent.isValid())
return 0;
return mFiles.size();
}
const ContentSelectorModel::EsmFile* ContentSelectorModel::ContentModel::item(int row) const
{
if (row >= 0 && row < mFiles.size())
return mFiles.at(row);
return nullptr;
}
ContentSelectorModel::EsmFile* ContentSelectorModel::ContentModel::item(int row)
{
if (row >= 0 && row < mFiles.count())
return mFiles.at(row);
return nullptr;
}
const ContentSelectorModel::EsmFile* ContentSelectorModel::ContentModel::item(const QString& name) const
{
EsmFile::FileProperty fp = EsmFile::FileProperty_FileName;
if (name.contains('/'))
fp = EsmFile::FileProperty_FilePath;
for (const EsmFile* file : mFiles)
{
if (name.compare(file->fileProperty(fp).toString(), Qt::CaseInsensitive) == 0)
return file;
}
return nullptr;
}
QModelIndex ContentSelectorModel::ContentModel::indexFromItem(const EsmFile* item) const
{
// workaround: non-const pointer cast for calls from outside contentmodel/contentselector
EsmFile* non_const_file_ptr = const_cast<EsmFile*>(item);
if (item)
return index(mFiles.indexOf(non_const_file_ptr), 0);
return QModelIndex();
}
Qt::ItemFlags ContentSelectorModel::ContentModel::flags(const QModelIndex& index) const
{
if (!index.isValid())
return Qt::ItemIsDropEnabled;
const EsmFile* file = item(index.row());
if (!file)
return Qt::NoItemFlags;
if (file->builtIn() || file->fromAnotherConfigFile())
return Qt::ItemIsEnabled;
// game files can always be checked
if (file == mGameFile)
return Qt::ItemIsEnabled | Qt::ItemIsSelectable | Qt::ItemIsUserCheckable;
Qt::ItemFlags returnFlags;
// addon can be checked if its gamefile is
// ... special case, addon with no dependency can be used with any gamefile.
bool gamefileChecked = false;
bool noGameFiles = true;
for (const QString& fileName : file->gameFiles())
{
for (QListIterator<EsmFile*> dependencyIter(mFiles); dependencyIter.hasNext(); dependencyIter.next())
{
// compare filenames only. Multiple instances
// of the filename (with different paths) is not relevant here.
EsmFile* depFile = dependencyIter.peekNext();
if (!depFile->isGameFile() || depFile->fileName().compare(fileName, Qt::CaseInsensitive) != 0)
continue;
noGameFiles = false;
if (depFile->builtIn() || depFile->fromAnotherConfigFile() || mCheckedFiles.contains(depFile))
{
gamefileChecked = true;
break;
}
}
}
if (gamefileChecked || noGameFiles)
{
returnFlags = Qt::ItemIsEnabled | Qt::ItemIsSelectable | Qt::ItemIsUserCheckable | Qt::ItemIsDragEnabled;
}
return returnFlags;
}
QVariant ContentSelectorModel::ContentModel::data(const QModelIndex& index, int role) const
{
if (!index.isValid())
return QVariant();
if (index.row() >= mFiles.size())
return QVariant();
const EsmFile* file = item(index.row());
if (!file)
return QVariant();
const int column = index.column();
switch (role)
{
case Qt::DecorationRole:
{
if (file->isMissing())
return mErrorIcon;
else if (isLoadOrderError(file))
return mWarningIcon;
else
return QVariant();
}
case Qt::FontRole:
{
if (isNew(file->fileName()))
{
auto font = QFont();
font.setBold(true);
font.setItalic(true);
return font;
}
return QVariant();
}
case Qt::EditRole:
case Qt::DisplayRole:
{
if (column >= 0 && column <= EsmFile::FileProperty_GameFile)
return file->fileProperty(static_cast<EsmFile::FileProperty>(column));
return QVariant();
}
case Qt::TextAlignmentRole:
{
switch (column)
{
case 0:
case 1:
return QVariant(Qt::AlignLeft | Qt::AlignVCenter);
case 2:
case 3:
return QVariant(Qt::AlignRight | Qt::AlignVCenter);
default:
return QVariant(Qt::AlignLeft | Qt::AlignVCenter);
}
}
case Qt::ToolTipRole:
{
if (column != 0)
return QVariant();
return toolTip(file);
}
case Qt::CheckStateRole:
{
if (file == mGameFile)
return QVariant();
Track source of settings This one's a biggie. The basic idea's that GameSettings should know: * what the interpreted value of a setting is, so it can actually be used. * what the original value the user put in their config was, so it can be put back when the config's saved. * which path it's processing the openmw.cfg from so relative paths can be resolved correctly. * whether a setting's a user setting that can be modified, or from one of the other openmw.cfg files that can't necessarily be modified. This had fairly wide-reaching implications. The first is that paths are resolved properly in cases where they previously wouldn't have been. Without this commit, if the launcher saw a relative path in an openmw.cfg, it'd be resolved relative to the process' working directory (which we always set to the binary directory for reasons I won't get into). That's not what the engine does, so is bad. It's also not something a user's likely to suspect. This mess is no longer a problem as paths are resolved correctly when they're loaded instead of on demand when they're used by whatever uses them. Another problem was that if paths used slugs like ?userconfig? would be written back to openmw.cfg with the slugs replaced, which defeats the object of using the slugs. This is also fixed. Tracking which settings are user settings and which are in a non-editable openmw.cfg allows the launcher to grey out rows so they can't be edited (which is sensible as they can't be edited on-disk) while still being aware of content files that are provided by non-user data directories etc. This is done in a pretty straightforward way for the data directories and fallback-archives, as those bits of UI are basic, but it's more complicated for content files as that uses a nmodel/view approach and has a lot more moving parts. Thankfully, I'd already implemented that when dealing with builtin.omwscripts, so it just needed wiring up. One more thing of note is that I made the SettingValue struct storable as a QVariant so it could be attached to the UI widgets as userdata, and then I could just grab the original representation and use it instead of needing any complicated mapping from display value to on-disk value.
10 months ago
return (file->builtIn() || file->fromAnotherConfigFile() || mCheckedFiles.contains(file)) ? Qt::Checked
: Qt::Unchecked;
}
case Qt::UserRole:
{
if (file == mGameFile)
return ContentType_GameFile;
else if (flags(index))
return ContentType_Addon;
break;
}
case Qt::UserRole + 1:
return mCheckedFiles.contains(file);
}
return QVariant();
}
bool ContentSelectorModel::ContentModel::setData(const QModelIndex& index, const QVariant& value, int role)
{
if (!index.isValid())
return false;
EsmFile* file = item(index.row());
QString fileName = file->fileName();
bool success = false;
switch (role)
{
case Qt::EditRole:
{
QStringList list = value.toStringList();
for (int i = 0; i < EsmFile::FileProperty_GameFile; i++)
file->setFileProperty(static_cast<EsmFile::FileProperty>(i), list.at(i));
for (int i = EsmFile::FileProperty_GameFile; i < list.size(); i++)
file->setFileProperty(EsmFile::FileProperty_GameFile, list.at(i));
emit dataChanged(index, index);
success = true;
}
break;
case Qt::UserRole + 1:
{
success = (flags(index) & Qt::ItemIsEnabled);
if (success)
{
success = setCheckState(file->filePath(), value.toBool());
emit dataChanged(index, index);
}
}
break;
case Qt::CheckStateRole:
{
int checkValue = value.toInt();
bool setState = false;
if (file->builtIn() || file->fromAnotherConfigFile())
{
setState = false;
success = false;
}
else if (checkValue == Qt::Checked && !mCheckedFiles.contains(file))
{
setState = true;
success = true;
}
else if (checkValue == Qt::Checked && mCheckedFiles.contains(file))
setState = true;
else if (checkValue == Qt::Unchecked)
setState = true;
if (setState)
{
setCheckState(file->filePath(), success);
emit dataChanged(index, index);
checkForLoadOrderErrors();
}
else
return success;
for (EsmFile* file2 : mFiles)
{
if (file2->gameFiles().contains(fileName, Qt::CaseInsensitive))
{
QModelIndex idx = indexFromItem(file2);
emit dataChanged(idx, idx);
}
}
success = true;
}
break;
}
return success;
}
bool ContentSelectorModel::ContentModel::insertRows(int position, int rows, const QModelIndex& parent)
{
return false;
}
bool ContentSelectorModel::ContentModel::removeRows(int position, int rows, const QModelIndex& parent)
{
return false;
}
Qt::DropActions ContentSelectorModel::ContentModel::supportedDropActions() const
{
return mDropActions;
}
QStringList ContentSelectorModel::ContentModel::mimeTypes() const
{
return mMimeTypes;
}
QMimeData* ContentSelectorModel::ContentModel::mimeData(const QModelIndexList& indexes) const
{
QByteArray encodedData;
QDataStream stream(&encodedData, QIODevice::WriteOnly);
for (const QModelIndex& index : indexes)
{
if (!index.isValid())
continue;
stream << index.row();
}
QMimeData* mimeData = new QMimeData();
mimeData->setData(mMimeType, encodedData);
return mimeData;
}
bool ContentSelectorModel::ContentModel::dropMimeData(
const QMimeData* data, Qt::DropAction action, int row, int column, const QModelIndex& parent)
{
if (action == Qt::IgnoreAction)
return true;
if (column > 0)
return false;
if (!data->hasFormat(mMimeType))
return false;
int beginRow = rowCount();
if (row != -1)
beginRow = row;
else if (parent.isValid())
beginRow = parent.row();
int firstModifiable = 0;
while (item(firstModifiable)->builtIn() || item(firstModifiable)->fromAnotherConfigFile())
++firstModifiable;
if (beginRow < firstModifiable)
return false;
QByteArray encodedData = data->data(mMimeType);
QDataStream stream(&encodedData, QIODevice::ReadOnly);
std::vector<EsmFile*> toMove;
while (!stream.atEnd())
{
int sourceRow;
stream >> sourceRow;
toMove.emplace_back(mFiles.at(sourceRow));
}
int minRow = mFiles.size();
int maxRow = 0;
for (EsmFile* file : toMove)
{
int from = mFiles.indexOf(file);
int to = beginRow;
if (from < beginRow)
to--;
else if (from > beginRow)
beginRow++;
minRow = std::min(minRow, std::min(to, from));
maxRow = std::max(maxRow, std::max(to, from));
mFiles.move(from, to);
}
dataChanged(index(minRow, 0), index(maxRow, 0));
// at this point we know that drag and drop has finished.
checkForLoadOrderErrors();
return true;
}
void ContentSelectorModel::ContentModel::addFile(EsmFile* file)
{
beginInsertRows(QModelIndex(), mFiles.count(), mFiles.count());
mFiles.append(file);
endInsertRows();
QModelIndex idx = index(mFiles.size() - 2, 0, QModelIndex());
emit dataChanged(idx, idx);
}
void ContentSelectorModel::ContentModel::addFiles(const QString& path, bool newfiles)
{
QDir dir(path);
QStringList filters;
filters << "*.esp"
<< "*.esm"
<< "*.omwgame"
<< "*.omwaddon";
if (mShowOMWScripts)
filters << "*.omwscripts";
dir.setNameFilters(filters);
dir.setSorting(QDir::Name);
for (const QString& path2 : dir.entryList())
{
QFileInfo info(dir.absoluteFilePath(path2));
EsmFile* file = const_cast<EsmFile*>(item(info.fileName()));
bool add = file == nullptr;
std::unique_ptr<EsmFile> newFile;
if (add)
{
newFile = std::make_unique<EsmFile>(path2);
file = newFile.get();
}
else
{
// We've found the same file in a higher priority dir, update our existing entry
file->setFileName(path2);
file->setGameFiles({});
}
if (info.fileName().compare("builtin.omwscripts", Qt::CaseInsensitive) == 0)
file->setBuiltIn(true);
Track source of settings This one's a biggie. The basic idea's that GameSettings should know: * what the interpreted value of a setting is, so it can actually be used. * what the original value the user put in their config was, so it can be put back when the config's saved. * which path it's processing the openmw.cfg from so relative paths can be resolved correctly. * whether a setting's a user setting that can be modified, or from one of the other openmw.cfg files that can't necessarily be modified. This had fairly wide-reaching implications. The first is that paths are resolved properly in cases where they previously wouldn't have been. Without this commit, if the launcher saw a relative path in an openmw.cfg, it'd be resolved relative to the process' working directory (which we always set to the binary directory for reasons I won't get into). That's not what the engine does, so is bad. It's also not something a user's likely to suspect. This mess is no longer a problem as paths are resolved correctly when they're loaded instead of on demand when they're used by whatever uses them. Another problem was that if paths used slugs like ?userconfig? would be written back to openmw.cfg with the slugs replaced, which defeats the object of using the slugs. This is also fixed. Tracking which settings are user settings and which are in a non-editable openmw.cfg allows the launcher to grey out rows so they can't be edited (which is sensible as they can't be edited on-disk) while still being aware of content files that are provided by non-user data directories etc. This is done in a pretty straightforward way for the data directories and fallback-archives, as those bits of UI are basic, but it's more complicated for content files as that uses a nmodel/view approach and has a lot more moving parts. Thankfully, I'd already implemented that when dealing with builtin.omwscripts, so it just needed wiring up. One more thing of note is that I made the SettingValue struct storable as a QVariant so it could be attached to the UI widgets as userdata, and then I could just grab the original representation and use it instead of needing any complicated mapping from display value to on-disk value.
10 months ago
file->setFromAnotherConfigFile(mNonUserContent.contains(info.fileName().toLower()));
if (info.fileName().endsWith(".omwscripts", Qt::CaseInsensitive))
{
file->setDate(info.lastModified());
file->setFilePath(info.absoluteFilePath());
if (add)
addFile(newFile.release());
setNew(file->fileName(), newfiles);
continue;
}
try
{
file->setDate(info.lastModified());
file->setFilePath(info.absoluteFilePath());
std::filesystem::path filepath = Files::pathFromQString(info.absoluteFilePath());
auto stream = Files::openBinaryInputFileStream(filepath);
if (!stream->is_open())
{
qWarning() << "Failed to open addon file " << info.fileName() << ": "
<< std::generic_category().message(errno).c_str();
continue;
}
const ESM::Format format = ESM::readFormat(*stream);
stream->seekg(0);
switch (format)
{
case ESM::Format::Tes3:
{
ToUTF8::Utf8Encoder encoder(ToUTF8::calculateEncoding(mEncoding.toStdString()));
ESM::ESMReader fileReader;
fileReader.setEncoder(&encoder);
fileReader.open(std::move(stream), filepath);
file->setAuthor(QString::fromUtf8(fileReader.getAuthor().c_str()));
file->setFormat(QString::number(fileReader.esmVersionF()));
file->setDescription(QString::fromUtf8(fileReader.getDesc().c_str()));
for (const auto& master : fileReader.getGameFiles())
file->addGameFile(QString::fromUtf8(master.name.c_str()));
break;
}
case ESM::Format::Tes4:
{
ToUTF8::StatelessUtf8Encoder encoder(ToUTF8::calculateEncoding(mEncoding.toStdString()));
ESM4::Reader fileReader(std::move(stream), filepath, nullptr, &encoder, true);
file->setAuthor(QString::fromUtf8(fileReader.getAuthor().c_str()));
file->setFormat(QString::number(fileReader.esmVersionF()));
file->setDescription(QString::fromUtf8(fileReader.getDesc().c_str()));
for (const auto& master : fileReader.getGameFiles())
file->addGameFile(QString::fromUtf8(master.name.c_str()));
break;
}
default:
{
qWarning() << "Error reading addon file " << info.fileName() << ": unsupported ESM format "
<< ESM::NAME(format).toString().c_str();
continue;
}
}
// Put the file in the table
if (add)
addFile(newFile.release());
setNew(file->fileName(), newfiles);
}
catch (std::runtime_error& e)
{
// An error occurred while reading the .esp
qWarning() << "Error reading addon file: " << e.what();
}
}
}
bool ContentSelectorModel::ContentModel::containsDataFiles(const QString& path)
{
QDir dir(path);
QStringList filters;
filters << "*.esp"
<< "*.esm"
<< "*.omwgame"
<< "*.omwaddon";
dir.setNameFilters(filters);
return dir.entryList().count() != 0;
}
void ContentSelectorModel::ContentModel::clearFiles()
{
const int filesCount = mFiles.count();
if (filesCount > 0)
{
beginRemoveRows(QModelIndex(), 0, filesCount - 1);
qDeleteAll(mFiles);
mFiles.clear();
endRemoveRows();
}
}
QStringList ContentSelectorModel::ContentModel::gameFiles() const
{
QStringList gameFiles;
for (const ContentSelectorModel::EsmFile* file : mFiles)
{
if (file->isGameFile())
{
gameFiles.append(file->fileName());
}
}
return gameFiles;
}
void ContentSelectorModel::ContentModel::setCurrentGameFile(const EsmFile* file)
{
QModelIndex oldIndex = indexFromItem(mGameFile);
QModelIndex index = indexFromItem(file);
mGameFile = file;
emit dataChanged(oldIndex, oldIndex);
emit dataChanged(index, index);
}
void ContentSelectorModel::ContentModel::sortFiles()
{
emit layoutAboutToBeChanged();
// make both Qt5 (int) and Qt6 (qsizetype aka size_t) happy
using index_t = ContentFileList::size_type;
// ensure built-in are first
index_t firstModifiable = 0;
for (index_t i = 0; i < mFiles.length(); ++i)
{
if (mFiles.at(i)->builtIn())
mFiles.move(i, firstModifiable++);
}
// then non-user content
for (const auto& filename : mNonUserContent)
{
const EsmFile* file = item(filename);
int filePosition = indexFromItem(file).row();
if (filePosition >= 0)
mFiles.move(filePosition, firstModifiable++);
else
{
// the file is not in the VFS, and will be displayed with an error
auto missingFile = std::make_unique<EsmFile>(filename);
missingFile->setFromAnotherConfigFile(true);
mFiles.insert(firstModifiable++, missingFile.release());
}
}
// For the purposes of dependency sort we'll hallucinate that Bloodmoon is dependent on Tribunal
const EsmFile* tribunalFile = item("Tribunal.esm");
const EsmFile* bloodmoonFile = item("Bloodmoon.esm");
const bool sortExpansions = tribunalFile != nullptr && bloodmoonFile != nullptr;
// Dependency sort
std::unordered_set<const EsmFile*> moved;
for (int i = mFiles.size() - 1; i > firstModifiable;)
{
const auto file = mFiles.at(i);
if (moved.find(file) == moved.end())
{
int index = -1;
for (int j = firstModifiable; j < i; ++j)
{
const EsmFile* addonFile = mFiles.at(j);
const QStringList& gameFiles = addonFile->gameFiles();
// All addon files are implicitly dependent on the game file
// so that they don't accidentally become the game file
if (gameFiles.contains(file->fileName(), Qt::CaseInsensitive) || file == mGameFile
|| (sortExpansions && file == tribunalFile && addonFile == bloodmoonFile))
{
index = j;
break;
}
}
if (index >= 0)
{
mFiles.move(i, index);
moved.insert(file);
continue;
}
}
--i;
moved.clear();
}
emit layoutChanged();
}
bool ContentSelectorModel::ContentModel::isEnabled(const QModelIndex& index) const
{
return (flags(index) & Qt::ItemIsEnabled);
}
bool ContentSelectorModel::ContentModel::isNew(const QString& filepath) const
{
const auto it = mNewFiles.find(filepath);
if (it == mNewFiles.end())
return false;
return it.value();
}
void ContentSelectorModel::ContentModel::setNew(const QString& filepath, bool isNew)
{
if (filepath.isEmpty())
return;
const EsmFile* file = item(filepath);
if (!file)
return;
mNewFiles[filepath] = isNew;
}
Track source of settings This one's a biggie. The basic idea's that GameSettings should know: * what the interpreted value of a setting is, so it can actually be used. * what the original value the user put in their config was, so it can be put back when the config's saved. * which path it's processing the openmw.cfg from so relative paths can be resolved correctly. * whether a setting's a user setting that can be modified, or from one of the other openmw.cfg files that can't necessarily be modified. This had fairly wide-reaching implications. The first is that paths are resolved properly in cases where they previously wouldn't have been. Without this commit, if the launcher saw a relative path in an openmw.cfg, it'd be resolved relative to the process' working directory (which we always set to the binary directory for reasons I won't get into). That's not what the engine does, so is bad. It's also not something a user's likely to suspect. This mess is no longer a problem as paths are resolved correctly when they're loaded instead of on demand when they're used by whatever uses them. Another problem was that if paths used slugs like ?userconfig? would be written back to openmw.cfg with the slugs replaced, which defeats the object of using the slugs. This is also fixed. Tracking which settings are user settings and which are in a non-editable openmw.cfg allows the launcher to grey out rows so they can't be edited (which is sensible as they can't be edited on-disk) while still being aware of content files that are provided by non-user data directories etc. This is done in a pretty straightforward way for the data directories and fallback-archives, as those bits of UI are basic, but it's more complicated for content files as that uses a nmodel/view approach and has a lot more moving parts. Thankfully, I'd already implemented that when dealing with builtin.omwscripts, so it just needed wiring up. One more thing of note is that I made the SettingValue struct storable as a QVariant so it could be attached to the UI widgets as userdata, and then I could just grab the original representation and use it instead of needing any complicated mapping from display value to on-disk value.
10 months ago
void ContentSelectorModel::ContentModel::setNonUserContent(const QStringList& fileList)
{
mNonUserContent.clear();
for (const auto& file : fileList)
mNonUserContent.append(file.toLower());
Track source of settings This one's a biggie. The basic idea's that GameSettings should know: * what the interpreted value of a setting is, so it can actually be used. * what the original value the user put in their config was, so it can be put back when the config's saved. * which path it's processing the openmw.cfg from so relative paths can be resolved correctly. * whether a setting's a user setting that can be modified, or from one of the other openmw.cfg files that can't necessarily be modified. This had fairly wide-reaching implications. The first is that paths are resolved properly in cases where they previously wouldn't have been. Without this commit, if the launcher saw a relative path in an openmw.cfg, it'd be resolved relative to the process' working directory (which we always set to the binary directory for reasons I won't get into). That's not what the engine does, so is bad. It's also not something a user's likely to suspect. This mess is no longer a problem as paths are resolved correctly when they're loaded instead of on demand when they're used by whatever uses them. Another problem was that if paths used slugs like ?userconfig? would be written back to openmw.cfg with the slugs replaced, which defeats the object of using the slugs. This is also fixed. Tracking which settings are user settings and which are in a non-editable openmw.cfg allows the launcher to grey out rows so they can't be edited (which is sensible as they can't be edited on-disk) while still being aware of content files that are provided by non-user data directories etc. This is done in a pretty straightforward way for the data directories and fallback-archives, as those bits of UI are basic, but it's more complicated for content files as that uses a nmodel/view approach and has a lot more moving parts. Thankfully, I'd already implemented that when dealing with builtin.omwscripts, so it just needed wiring up. One more thing of note is that I made the SettingValue struct storable as a QVariant so it could be attached to the UI widgets as userdata, and then I could just grab the original representation and use it instead of needing any complicated mapping from display value to on-disk value.
10 months ago
for (auto* file : mFiles)
file->setFromAnotherConfigFile(mNonUserContent.contains(file->fileName().toLower()));
sortFiles();
}
bool ContentSelectorModel::ContentModel::isLoadOrderError(const EsmFile* file) const
{
return mPluginsWithLoadOrderError.contains(file->filePath());
}
void ContentSelectorModel::ContentModel::setContentList(const QStringList& fileList)
{
mPluginsWithLoadOrderError.clear();
int previousPosition = -1;
for (const QString& filepath : fileList)
{
if (setCheckState(filepath, true))
{
// setCheckState already gracefully handles builtIn and fromAnotherConfigFile
// as necessary, move plug-ins in visible list to match sequence of supplied filelist
const EsmFile* file = item(filepath);
int filePosition = indexFromItem(file).row();
if (filePosition < previousPosition)
{
mFiles.move(filePosition, previousPosition);
emit dataChanged(index(filePosition, 0, QModelIndex()), index(previousPosition, 0, QModelIndex()));
}
else
{
previousPosition = filePosition;
}
}
}
checkForLoadOrderErrors();
}
void ContentSelectorModel::ContentModel::checkForLoadOrderErrors()
{
for (int row = 0; row < mFiles.count(); ++row)
{
EsmFile* file = mFiles.at(row);
bool isRowInError = checkForLoadOrderErrors(file, row).count() != 0;
if (isRowInError)
{
mPluginsWithLoadOrderError.insert(file->filePath());
}
else
{
mPluginsWithLoadOrderError.remove(file->filePath());
}
}
}
QList<ContentSelectorModel::LoadOrderError> ContentSelectorModel::ContentModel::checkForLoadOrderErrors(
const EsmFile* file, int row) const
{
QList<LoadOrderError> errors = QList<LoadOrderError>();
for (const QString& dependentfileName : file->gameFiles())
{
const EsmFile* dependentFile = item(dependentfileName);
if (!dependentFile)
{
errors.append(LoadOrderError(LoadOrderError::ErrorCode_MissingDependency, dependentfileName));
}
else
{
if (!mCheckedFiles.contains(dependentFile))
{
errors.append(LoadOrderError(LoadOrderError::ErrorCode_InactiveDependency, dependentfileName));
}
if (row < indexFromItem(dependentFile).row())
{
errors.append(LoadOrderError(LoadOrderError::ErrorCode_LoadOrder, dependentfileName));
}
}
}
if (file->fileName().compare("Bloodmoon.esm", Qt::CaseInsensitive) == 0)
{
// Warn the user if Bloodmoon is loaded before Tribunal (Tribunal is not a hard dependency)
const EsmFile* tribunalFile = item("Tribunal.esm");
if (tribunalFile != nullptr && mCheckedFiles.contains(tribunalFile) && row < indexFromItem(tribunalFile).row())
errors.append(LoadOrderError(LoadOrderError::ErrorCode_LoadOrder, "Tribunal.esm"));
}
return errors;
}
QString ContentSelectorModel::ContentModel::toolTip(const EsmFile* file) const
{
if (isLoadOrderError(file))
{
QString text("<b>");
int index = indexFromItem(item(file->filePath())).row();
for (const LoadOrderError& error : checkForLoadOrderErrors(file, index))
{
assert(error.errorCode() != LoadOrderError::ErrorCode::ErrorCode_None);
text += "<p>";
text += mErrorToolTips[error.errorCode() - 1].arg(error.fileName());
text += "</p>";
}
text += ("</b>");
text += file->toolTip();
return text;
}
else
{
return file->toolTip();
}
}
void ContentSelectorModel::ContentModel::refreshModel()
{
emit dataChanged(index(0, 0), index(rowCount() - 1, 0));
}
bool ContentSelectorModel::ContentModel::setCheckState(const QString& filepath, bool checkState)
{
if (filepath.isEmpty())
return false;
const EsmFile* file = item(filepath);
if (!file || file->builtIn() || file->fromAnotherConfigFile())
return false;
if (checkState)
mCheckedFiles.insert(file);
else
mCheckedFiles.erase(file);
emit dataChanged(indexFromItem(item(filepath)), indexFromItem(item(filepath)));
if (file->isGameFile())
refreshModel();
// if we're checking an item, ensure all "upstream" files (dependencies) are checked as well.
if (checkState)
{
for (const QString& upstreamName : file->gameFiles())
{
const EsmFile* upstreamFile = item(upstreamName);
if (!upstreamFile)
continue;
mCheckedFiles.insert(upstreamFile);
emit dataChanged(indexFromItem(upstreamFile), indexFromItem(upstreamFile));
}
}
// otherwise, if we're unchecking an item (or the file is a game file) ensure all downstream files are unchecked.
else
{
for (const EsmFile* downstreamFile : mFiles)
{
QFileInfo fileInfo(filepath);
QString filename = fileInfo.fileName();
if (downstreamFile->gameFiles().contains(filename, Qt::CaseInsensitive))
{
mCheckedFiles.erase(downstreamFile);
emit dataChanged(indexFromItem(downstreamFile), indexFromItem(downstreamFile));
}
}
}
// Need to manually let Bloodmoon entry know if Tribunal is checked/unchecked
if (file->fileName().compare("Tribunal.esm", Qt::CaseInsensitive) == 0)
{
const EsmFile* bloodmoonFile = item("Bloodmoon.esm");
if (bloodmoonFile != nullptr)
{
QModelIndex bloodmoonIndex = indexFromItem(bloodmoonFile);
emit dataChanged(bloodmoonIndex, bloodmoonIndex);
}
}
return true;
}
ContentSelectorModel::ContentFileList ContentSelectorModel::ContentModel::checkedItems() const
{
ContentFileList list;
// TODO:
// First search for game files and next addons,
// so we get more or less correct game files vs addons order.
for (EsmFile* file : mFiles)
if (mCheckedFiles.contains(file))
list << file;
return list;
}
void ContentSelectorModel::ContentModel::uncheckAll()
{
emit layoutAboutToBeChanged();
mCheckedFiles.clear();
emit layoutChanged();
}