2022-03-21 00:31:08 +05:30
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// SPDX-License-Identifier: GPL-3.0-only
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/*
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* PolyMC - Minecraft Launcher
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* Copyright (c) 2022 Jamie Mansfield <jmansfield@cadixdev.org>
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2022-06-12 17:20:58 +05:30
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* Copyright (C) 2022 Sefa Eyeoglu <contact@scrumplex.net>
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2014-06-02 04:19:53 +05:30
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*
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2022-03-21 00:31:08 +05:30
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3.
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2014-06-02 04:19:53 +05:30
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*
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2022-03-21 00:31:08 +05:30
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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2014-06-02 04:19:53 +05:30
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*
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2022-03-21 00:31:08 +05:30
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*
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* This file incorporates work covered by the following copyright and
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* permission notice:
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*
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* Copyright 2013-2021 MultiMC Contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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2014-06-02 04:19:53 +05:30
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*/
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2014-07-13 02:32:52 +05:30
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#include "ModFolderPage.h"
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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#include "ui_ExternalResourcesPage.h"
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2014-06-02 04:19:53 +05:30
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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#include <QAbstractItemModel>
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2014-06-02 04:19:53 +05:30
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#include <QEvent>
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#include <QKeyEvent>
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2019-07-16 05:00:53 +05:30
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#include <QMenu>
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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#include <QMessageBox>
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2021-11-22 08:25:16 +05:30
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#include <QSortFilterProxyModel>
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2014-06-02 04:19:53 +05:30
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2021-11-20 20:52:22 +05:30
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#include "Application.h"
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2021-11-22 08:25:16 +05:30
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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#include "ui/GuiUtil.h"
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2021-11-22 08:25:16 +05:30
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#include "ui/dialogs/CustomMessageBox.h"
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2022-01-14 14:13:42 +05:30
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#include "ui/dialogs/ModDownloadDialog.h"
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2022-06-05 05:48:51 +05:30
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#include "ui/dialogs/ModUpdateDialog.h"
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2021-11-22 08:25:16 +05:30
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#include "DesktopServices.h"
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2020-06-27 15:32:31 +05:30
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#include "minecraft/PackProfile.h"
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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#include "minecraft/VersionFilterData.h"
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#include "minecraft/mod/Mod.h"
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#include "minecraft/mod/ModFolderModel.h"
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2014-06-02 04:19:53 +05:30
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2022-02-21 01:25:26 +05:30
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#include "modplatform/ModAPI.h"
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2019-07-30 04:55:37 +05:30
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#include "Version.h"
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2022-06-12 22:21:19 +05:30
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#include "tasks/ConcurrentTask.h"
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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#include "ui/dialogs/ProgressDialog.h"
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2019-07-30 04:46:56 +05:30
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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ModFolderPage::ModFolderPage(BaseInstance* inst, std::shared_ptr<ModFolderModel> mods, QWidget* parent)
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: ExternalResourcesPage(inst, mods, parent)
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2018-07-15 18:21:05 +05:30
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{
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2022-03-03 18:21:46 +05:30
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// This is structured like that so that these changes
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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// do not affect the Resource pack and Shader pack tabs
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{
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2022-05-30 20:06:30 +05:30
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ui->actionDownloadItem->setText(tr("Download mods"));
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ui->actionDownloadItem->setToolTip(tr("Download mods from online mod platforms"));
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ui->actionDownloadItem->setEnabled(true);
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ui->actionAddItem->setText(tr("Add file"));
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ui->actionAddItem->setToolTip(tr("Add a locally downloaded file"));
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2014-06-02 04:19:53 +05:30
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2022-05-30 20:06:30 +05:30
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ui->actionsToolbar->insertActionBefore(ui->actionAddItem, ui->actionDownloadItem);
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connect(ui->actionDownloadItem, &QAction::triggered, this, &ModFolderPage::installMods);
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2022-06-05 05:48:51 +05:30
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2022-07-19 21:33:45 +05:30
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ui->actionUpdateItem->setToolTip(tr("Try to check or update all selected mods (all mods if none are selected)"));
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2022-06-05 05:48:51 +05:30
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ui->actionsToolbar->insertActionAfter(ui->actionAddItem, ui->actionUpdateItem);
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connect(ui->actionUpdateItem, &QAction::triggered, this, &ModFolderPage::updateMods);
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connect(ui->treeView->selectionModel(), &QItemSelectionModel::selectionChanged, this,
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[this] { ui->actionUpdateItem->setEnabled(ui->treeView->selectionModel()->hasSelection() || !m_model->empty()); });
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connect(mods.get(), &ModFolderModel::rowsInserted, this,
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[this] { ui->actionUpdateItem->setEnabled(ui->treeView->selectionModel()->hasSelection() || !m_model->empty()); });
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2022-08-01 15:48:48 +05:30
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connect(mods.get(), &ModFolderModel::rowsRemoved, this,
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[this] { ui->actionUpdateItem->setEnabled(ui->treeView->selectionModel()->hasSelection() || !m_model->empty()); });
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2022-06-05 05:48:51 +05:30
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connect(mods.get(), &ModFolderModel::updateFinished, this, [this, mods] {
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ui->actionUpdateItem->setEnabled(ui->treeView->selectionModel()->hasSelection() || !m_model->empty());
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// Prevent a weird crash when trying to open the mods page twice in a session o.O
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disconnect(mods.get(), &ModFolderModel::updateFinished, this, 0);
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});
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2019-08-05 00:43:50 +05:30
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}
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2014-06-02 04:19:53 +05:30
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}
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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CoreModFolderPage::CoreModFolderPage(BaseInstance* inst, std::shared_ptr<ModFolderModel> mods, QWidget* parent)
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: ModFolderPage(inst, mods, parent)
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{}
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2019-07-15 04:37:21 +05:30
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2014-07-12 21:28:23 +05:30
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bool ModFolderPage::shouldDisplay() const
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2014-06-30 05:32:57 +05:30
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{
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2018-07-15 18:21:05 +05:30
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return true;
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2014-06-30 05:32:57 +05:30
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}
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2014-07-12 21:28:23 +05:30
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bool CoreModFolderPage::shouldDisplay() const
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2014-07-10 04:17:08 +05:30
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{
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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if (ModFolderPage::shouldDisplay()) {
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auto inst = dynamic_cast<MinecraftInstance*>(m_instance);
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2018-07-15 18:21:05 +05:30
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if (!inst)
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return true;
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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2020-06-27 15:32:31 +05:30
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auto version = inst->getPackProfile();
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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2018-07-15 18:21:05 +05:30
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if (!version)
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return true;
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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if (!version->getComponent("net.minecraftforge"))
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2018-07-15 18:21:05 +05:30
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return false;
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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if (!version->getComponent("net.minecraft"))
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2018-07-15 18:21:05 +05:30
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return false;
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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if (version->getComponent("net.minecraft")->getReleaseDateTime() < g_VersionFilterData.legacyCutoffDate)
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2018-07-15 18:21:05 +05:30
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return true;
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}
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return false;
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2014-07-10 04:17:08 +05:30
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}
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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void ModFolderPage::installMods()
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2014-06-02 04:19:53 +05:30
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{
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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if (!m_controlsEnabled)
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2019-07-15 04:37:21 +05:30
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return;
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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if (m_instance->typeName() != "Minecraft")
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return; // this is a null instance or a legacy instance
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2022-06-05 05:48:51 +05:30
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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auto profile = static_cast<MinecraftInstance*>(m_instance)->getPackProfile();
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2022-05-19 12:10:28 +05:30
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if (profile->getModLoaders() == ModAPI::Unspecified) {
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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QMessageBox::critical(this, tr("Error"), tr("Please install a mod loader first!"));
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2022-01-15 00:52:15 +05:30
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return;
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}
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refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
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ModDownloadDialog mdownload(m_model, this, m_instance);
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2022-04-01 17:40:51 +05:30
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if (mdownload.exec()) {
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2022-06-12 22:21:19 +05:30
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ConcurrentTask* tasks = new ConcurrentTask(this);
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2022-04-01 17:40:51 +05:30
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connect(tasks, &Task::failed, [this, tasks](QString reason) {
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CustomMessageBox::selectable(this, tr("Error"), reason, QMessageBox::Critical)->show();
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tasks->deleteLater();
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});
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2022-05-01 19:38:00 +05:30
|
|
|
connect(tasks, &Task::aborted, [this, tasks]() {
|
|
|
|
CustomMessageBox::selectable(this, tr("Aborted"), tr("Download stopped by user."), QMessageBox::Information)->show();
|
|
|
|
tasks->deleteLater();
|
|
|
|
});
|
2022-04-01 17:40:51 +05:30
|
|
|
connect(tasks, &Task::succeeded, [this, tasks]() {
|
|
|
|
QStringList warnings = tasks->warnings();
|
refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
|
|
|
if (warnings.count())
|
|
|
|
CustomMessageBox::selectable(this, tr("Warnings"), warnings.join('\n'), QMessageBox::Warning)->show();
|
2022-06-05 05:48:51 +05:30
|
|
|
|
2022-04-01 17:40:51 +05:30
|
|
|
tasks->deleteLater();
|
|
|
|
});
|
|
|
|
|
refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
|
|
|
for (auto& task : mdownload.getTasks()) {
|
2022-04-01 17:40:51 +05:30
|
|
|
tasks->addTask(task);
|
2022-01-15 00:52:15 +05:30
|
|
|
}
|
2022-05-01 19:38:00 +05:30
|
|
|
|
2022-04-01 17:40:51 +05:30
|
|
|
ProgressDialog loadDialog(this);
|
|
|
|
loadDialog.setSkipButton(true, tr("Abort"));
|
|
|
|
loadDialog.execWithTask(tasks);
|
2014-06-02 04:19:53 +05:30
|
|
|
|
refactor: Create a more clear hierarchy for some instance pages
Previously, the Shaders, Texture packs and Resource packs tabs had as
parent the ModFolderPage, making it so that making changes only to the
Mods page would require checking the id of the page for the correct one.
This was hackish and error-prone.
Now, those pages all inherit from a single class, ExternalResourcesPage,
that handles the basic behaviour of all of them, while allowing for
individual modification in code.
This is still not a clear separation, since internally, all those
resources are derived from Mods, so for now there's still some awkward
common code :/
2022-03-12 02:33:21 +05:30
|
|
|
m_model->update();
|
2018-07-15 18:21:05 +05:30
|
|
|
}
|
2014-06-02 04:19:53 +05:30
|
|
|
}
|
2022-06-05 05:48:51 +05:30
|
|
|
|
|
|
|
void ModFolderPage::updateMods()
|
|
|
|
{
|
|
|
|
auto selection = m_filterModel->mapSelectionToSource(ui->treeView->selectionModel()->selection()).indexes();
|
|
|
|
|
|
|
|
auto mods_list = m_model->selectedMods(selection);
|
|
|
|
bool use_all = mods_list.empty();
|
|
|
|
if (use_all)
|
2022-07-10 23:45:25 +05:30
|
|
|
mods_list = m_model->allMods();
|
2022-06-05 05:48:51 +05:30
|
|
|
|
|
|
|
ModUpdateDialog update_dialog(this, m_instance, m_model, mods_list);
|
|
|
|
update_dialog.checkCandidates();
|
|
|
|
|
|
|
|
if (update_dialog.aborted()) {
|
|
|
|
CustomMessageBox::selectable(this, tr("Aborted"), tr("The mod updater was aborted!"), QMessageBox::Warning)->show();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (update_dialog.noUpdates()) {
|
2022-07-19 21:33:45 +05:30
|
|
|
QString message{ tr("'%1' is up-to-date! :)").arg(mods_list.front()->name()) };
|
|
|
|
if (mods_list.size() > 1) {
|
|
|
|
if (use_all) {
|
|
|
|
message = tr("All mods are up-to-date! :)");
|
|
|
|
} else {
|
|
|
|
message = tr("All selected mods are up-to-date! :)");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
CustomMessageBox::selectable(this, tr("Update checker"), message)
|
2022-06-05 05:48:51 +05:30
|
|
|
->exec();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (update_dialog.exec()) {
|
|
|
|
ConcurrentTask* tasks = new ConcurrentTask(this);
|
|
|
|
connect(tasks, &Task::failed, [this, tasks](QString reason) {
|
|
|
|
CustomMessageBox::selectable(this, tr("Error"), reason, QMessageBox::Critical)->show();
|
|
|
|
tasks->deleteLater();
|
|
|
|
});
|
|
|
|
connect(tasks, &Task::aborted, [this, tasks]() {
|
|
|
|
CustomMessageBox::selectable(this, tr("Aborted"), tr("Download stopped by user."), QMessageBox::Information)->show();
|
|
|
|
tasks->deleteLater();
|
|
|
|
});
|
|
|
|
connect(tasks, &Task::succeeded, [this, tasks]() {
|
|
|
|
QStringList warnings = tasks->warnings();
|
|
|
|
if (warnings.count()) {
|
|
|
|
CustomMessageBox::selectable(this, tr("Warnings"), warnings.join('\n'), QMessageBox::Warning)->show();
|
|
|
|
}
|
|
|
|
tasks->deleteLater();
|
|
|
|
});
|
|
|
|
|
|
|
|
for (auto task : update_dialog.getTasks()) {
|
|
|
|
tasks->addTask(task);
|
|
|
|
}
|
|
|
|
|
|
|
|
ProgressDialog loadDialog(this);
|
|
|
|
loadDialog.setSkipButton(true, tr("Abort"));
|
|
|
|
loadDialog.execWithTask(tasks);
|
|
|
|
|
|
|
|
m_model->update();
|
|
|
|
}
|
|
|
|
}
|