feat: add shaderpack validation
Signed-off-by: Rachel Powers <508861+Ryex@users.noreply.github.com>
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// 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 <QDebug>
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#include <QObject>
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#include "minecraft/mod/ShaderPack.h"
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#include "tasks/Task.h"
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namespace ShaderPackUtils {
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enum class ProcessingLevel { Full, BasicInfoOnly };
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bool process(ShaderPack& pack, ProcessingLevel level = ProcessingLevel::Full);
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bool processZIP(ShaderPack& pack, ProcessingLevel level = ProcessingLevel::Full);
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bool processFolder(ShaderPack& pack, ProcessingLevel level = ProcessingLevel::Full);
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/** Checks whether a file is valid as a resource pack or not. */
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bool validate(QFileInfo file);
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} // namespace ShaderPackUtils
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class LocalShaderPackParseTask : public Task {
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Q_OBJECT
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public:
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LocalShaderPackParseTask(int token, ShaderPack& sp);
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[[nodiscard]] bool canAbort() const override { return true; }
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bool abort() override;
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void executeTask() override;
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[[nodiscard]] int token() const { return m_token; }
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private:
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int m_token;
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ShaderPack& m_shader_pack;
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bool m_aborted = false;
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};
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