Also compare against existing content lists in a more forgiving way.
The first improvement makes it possible to use relative paths in openmw.cfg without the launcher canonicalising them.
This was really annoying if you used a relative path on purpose.
It also stops the launcher converting all paths to Qt's convention, where forward slashes are used on Windows even though they're not native.
The engine doesn't care, so you could always put either in the config file, but the launcher wouldn't stand for that, and would make them match.
To make this work, we need to store a path's originalRepresentation in the content list, compare paths loaded from openmw.cfg based on their originalRepresentation, and convert paths from originalRepresentation to absolute value when loading them from a content list.
The second improvement means that paths that are equivalent, but expressed differently (e.g. mismatched case on Windows, mismatched separators on Windows, or mild differences like unnecessary `./`es and doubled separators) don't trigger the creation of a new effectively-identical content list.
To make this work, we had to switch the comparison to lexicaly normalise the path first.
It could only be lexical normalisation as originalRepresentation might be absolute, relative, or absolute-but-based-on-a-path-slug, and we didn't want slugs to break things or relative paths to count as equivalent to absolute ones that refer to the same file.
The comparison is case-insensitive on Windows, and case-sensitive elsewhere.
This isn't strictly right, as you can have case-sensitive things mounted on Windows or tell a Linux directory to be case-insensitive, but we can't tell when that might happen based on a lexical path as it depends on real directory properties (and might differ for different parts of the path, which is too much hassle to support).
I tried to fix https://gitlab.com/OpenMW/openmw/-/issues/8080 by making it so that instead of crashing, we showed an error.
In doing so, I discovered some problems with plugin sorting and the refresh button, like:
* it forgetting the non-user content files somewhere
* nothing guaranteeing that built-in content files stay at the top of the list and them only being there because the first data directory that provides them is usually the first data directory
* it forgetting the non-user content files somewhere else
* it looking like it'd forget any kind of non-user setting under certain circumstances
I fixed those problems too
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.
1 with the data directories
2 with the BSA archives
3 with the content selector
When user select a directory to be added, first we walk the directory
hierarchy to make a list of all potential data= entries. If we find
none, the selected directory is added.
If more than one data directory is found, user is presented with a
directory list to check which one(s) are to be added.
Directories containing one or more content file are marked with an icon.
data= and fallback-archive= lines are handled like content= lines:
- they are part of the profile in launcher.cfg, prefixed by the profile
name
- they are updated in openmw.cfg when profile is selected / created
Directories can be moved in the list by drag and drop or by buttons.
Insertion is possible anywhere in the list.
Global data path and data local are shown but are greyed out, as they
are always included.
No attempt is made to ensure that the user choice are valid
(dependencies, overwrite of content).
After a profile is loaded, any added content is highlighted in green.
I took the liberty to add accessor & mutator functions for classes ContentListsGameSettings and LauncherSettings , as existing code can reverse order of entries.
Also replaced some "magic strings" with named constants.