3691f3a296
Signed-off-by: Rachel Powers <508861+Ryex@users.noreply.github.com>
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
// SPDX-FileCopyrightText: 2022 Rachel Powers <508861+Ryex@users.noreply.github.com>
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//
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// SPDX-License-Identifier: GPL-3.0-only
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/*
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* Prism Launcher - Minecraft Launcher
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* Copyright (C) 2022 Rachel Powers <508861+Ryex@users.noreply.github.com>
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*
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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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*
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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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*
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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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#pragma once
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#include "Resource.h"
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/* Info:
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* Currently For Optifine / Iris shader packs,
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* could be expanded to support others should they exist?
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*
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* This class and enum are mostly here as placeholders for validating
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* that a shaderpack exists and is in the right format,
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* namely that they contain a folder named 'shaders'.
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*
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* In the technical sense it would be possible to parse files like `shaders/shaders.properties`
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* to get information like the available profiles but this is not all that useful without more knowledge of the
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* shader mod used to be able to change settings.
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*/
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#include <QMutex>
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enum class ShaderPackFormat { VALID, INVALID };
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class ShaderPack : public Resource {
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Q_OBJECT
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public:
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using Ptr = shared_qobject_ptr<Resource>;
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[[nodiscard]] ShaderPackFormat packFormat() const { return m_pack_format; }
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ShaderPack(QObject* parent = nullptr) : Resource(parent) {}
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ShaderPack(QFileInfo file_info) : Resource(file_info) {}
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/** Thread-safe. */
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void setPackFormat(ShaderPackFormat new_format);
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bool valid() const override;
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protected:
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mutable QMutex m_data_lock;
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ShaderPackFormat m_pack_format = ShaderPackFormat::INVALID;
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};
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