TIL that zip resource packs, when disabled, actually have the effect of
not showing up in the game at all. Since this can be useful to someone,
I moved the logic for it to the resources.
Signed-off-by: flow <flowlnlnln@gmail.com>
In order to access the ModFolderModel from the ModFolderPage, i created
a new m_model for the correct type, shadowing the m_model of type
ResourceFolderModel. This creates two shared_ptr references to the same object,
but since they will have the same lifetime, it doesn't generate a memory
leak.
Signed-off-by: flow <flowlnlnln@gmail.com>
This aims to continue decoupling other types of resources (e.g. resource
packs, shader packs, etc) from mods, so that we don't have to
continuously watch our backs for changes to one of them affecting the
others.
To do so, this creates a more general list model for resources, based on
the mods one, that allows you to extend it with functionality for other
resources.
I had to do some template and preprocessor stuff to get around the
QObject limitation of not allowing templated classes, so that's sadge :c
On the other hand, I tried cleaning up most general-purpose code in the
mod model, and added some documentation, because it looks nice :D
Signed-off-by: flow <flowlnlnln@gmail.com>
This allows us to create other resources that are not Mods, but can
still share a significant portion of code.
Signed-off-by: flow <flowlnlnln@gmail.com>
The new versioning system is based on the versioning system used by the
GNOME Foundation for the GNOME desktop.
We are dropping the "major version" as defined by SemVer and move to a
version number with a most and least significant number.
The most significant number must be incremented, if there are new
features or significant changes since last major release.
Otherwise, the least significant number must be incremented, if there
are only minor changes since the last release. New features or
significant changes mustn't be introduced by a bump of the least
significant number.
If a minor change would introduce small user-facing changes (like a
message-box or slight UI changes), it could still be classified as a
minor change.
At the end of the day, a human shall decide, if a change is minor or
significant, as there is no clear line that would separate a "minor" and
a "significant" change in a GUI-application.
Definitions:
feature: New user-facing functionality
significant change: Something that changes user-facing behavior
minor change: Something that fixes unexpected behavior
Signed-off-by: Sefa Eyeoglu <contact@scrumplex.net>
Since network requests are, for the most part, asynchronous, there's a
chance a request only comes through after the request sender has already
been deleted.
This adds a global (read static) hash table relating models for the mod
downloader to their status (true = alive, false = destroyed). It is a
bit of a hack, but I couldn't come up with a better way of doing this.
To reproduce the issue before this commit: scroll really quickly through
CF mods, to trigger network requests for their versions and description.
Then, in the middle of it close the mod downloader. Sometimes this will
create a crash.
Signed-off-by: flow <flowlnlnln@gmail.com>
It has a delay of 350ms from the last typed character to search, in
order to cache small changes while typing.
Signed-off-by: flow <flowlnlnln@gmail.com>
This allows us to define custom painting for list view items. In
particular, this is applied to the mod downloader, in order to allow
displaying both the mod name and mod description, and settings their
effects (like bold or underline) independent of each other.
Signed-off-by: flow <flowlnlnln@gmail.com>