This makes it similar to CF mods / modpacks. The mods cache is
maintained with the same name because it most likely has more data it
in, so this commit will affect existing caches as minimally as possible.
Signed-off-by: flow <flowlnlnln@gmail.com>
While working on pack updating, instance naming always gets in the way,
since we need both way of respecting the user's name choice, and a
standarized way of getting the original pack name / version.
This tries to circunvent such problems by abstracting away the naming
schema into it's own struct, holding both the original name / version,
and the user-defined name, so that everyone can be happy and world peace
can be achieved! (at least that's what i'd hope :c).
Signed-off-by: flow <flowlnlnln@gmail.com>
This uses the proper version list to find all MC versions matching the
major number (_don't say anything about SemVer_ 🔫).
Signed-off-by: flow <flowlnlnln@gmail.com>
This takes care of evicting entries when the cache gets too big for us,
so we can add new entries without much worries.
Signed-off-by: flow <flowlnlnln@gmail.com>
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>