PrismLauncher/launcher/minecraft/mod/ShaderPack.h

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// SPDX-FileCopyrightText: 2022 Rachel Powers <508861+Ryex@users.noreply.github.com>
//
// SPDX-License-Identifier: GPL-3.0-only
/*
* Prism Launcher - Minecraft Launcher
* Copyright (C) 2022 Rachel Powers <508861+Ryex@users.noreply.github.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#pragma once
#include "Resource.h"
/* Info:
* Currently For Optifine / Iris shader packs,
* could be expanded to support others should they exist?
*
* This class and enum are mostly here as placeholders for validating
* that a shaderpack exists and is in the right format,
* namely that they contain a folder named 'shaders'.
*
* In the technical sense it would be possible to parse files like `shaders/shaders.properties`
* to get information like the available profiles but this is not all that useful without more knowledge of the
* shader mod used to be able to change settings.
*/
#include <QMutex>
enum class ShaderPackFormat { VALID, INVALID };
class ShaderPack : public Resource {
Q_OBJECT
public:
using Ptr = shared_qobject_ptr<Resource>;
[[nodiscard]] ShaderPackFormat packFormat() const { return m_pack_format; }
ShaderPack(QObject* parent = nullptr) : Resource(parent) {}
ShaderPack(QFileInfo file_info) : Resource(file_info) {}
/** Thread-safe. */
void setPackFormat(ShaderPackFormat new_format);
bool valid() const override;
[[nodiscard]] bool applyFilter(QRegularExpression filter) const override;
protected:
mutable QMutex m_data_lock;
ShaderPackFormat m_pack_format = ShaderPackFormat::INVALID;
};