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Rare/rare/ui/components/tabs/settings/legendary.ui

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
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<class>LegendarySettings</class>
<widget class="QWidget" name="LegendarySettings">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>608</width>
<height>420</height>
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</rect>
</property>
<property name="windowTitle">
<string notr="true">LegendarySettings</string>
</property>
<layout class="QHBoxLayout" name="legendary_layout">
<item>
<layout class="QVBoxLayout" name="left_layout">
<item>
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<widget class="QGroupBox" name="install_dir_group">
<property name="title">
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<string>Default installation folder</string>
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</property>
<property name="alignment">
<set>Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop</set>
</property>
<layout class="QVBoxLayout" name="install_dir_layout"/>
</widget>
</item>
<item>
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<widget class="QGroupBox" name="download_group">
<property name="title">
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<string>Download settings</string>
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</property>
<property name="alignment">
<set>Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop</set>
</property>
<layout class="QFormLayout" name="download_layout">
<property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
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<item row="0" column="0">
<widget class="QLabel" name="max_workers_label">
<property name="sizePolicy">
<sizepolicy hsizetype="Maximum" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="text">
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<string>Max workers</string>
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</property>
</widget>
</item>
<item row="0" column="1">
<layout class="QHBoxLayout" name="max_workers_layout">
<item>
<widget class="QSpinBox" name="max_worker_spin">
<property name="sizePolicy">
<sizepolicy hsizetype="Maximum" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimum">
<number>0</number>
</property>
<property name="maximum">
<number>16</number>
</property>
<property name="value">
<number>0</number>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="max_workers_info_label">
<property name="font">
<font>
<italic>true</italic>
</font>
</property>
<property name="text">
<string>Less is slower (0: Default)</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="1" column="0">
<widget class="QLabel" name="max_memory_label">
<property name="text">
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<string>Max shared memory</string>
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</property>
</widget>
</item>
<item row="1" column="1">
<layout class="QHBoxLayout" name="max_memory_layout">
<item>
<widget class="QSpinBox" name="max_memory_spin">
<property name="sizePolicy">
<sizepolicy hsizetype="Maximum" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="suffix">
<string>MiB</string>
</property>
<property name="minimum">
<number>0</number>
</property>
<property name="maximum">
<number>10240</number>
</property>
<property name="singleStep">
<number>128</number>
</property>
<property name="value">
<number>1024</number>
</property>
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</widget>
</item>
<item>
<widget class="QLabel" name="max_memory_info_label">
<property name="font">
<font>
<italic>true</italic>
</font>
</property>
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<property name="text">
<string>Less is slower (0: Default)</string>
</property>
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</widget>
</item>
</layout>
</item>
<item row="2" column="0">
<widget class="QLabel" name="preferred_cdn_label">
<property name="text">
<string>Preferred CDN</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QLineEdit" name="preferred_cdn_line">
<property name="placeholderText">
<string>Default</string>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="disable_https_label">
<property name="text">
<string>Disable HTTPS</string>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QCheckBox" name="disable_https_check">
<property name="text">
<string/>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<spacer name="left_vspacer">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>40</height>
</size>
</property>
</spacer>
</item>
</layout>
</item>
<item>
<layout class="QVBoxLayout" name="right_layout">
<item>
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<widget class="QGroupBox" name="locale_group">
<property name="sizePolicy">
<sizepolicy hsizetype="Preferred" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="title">
<string>Locale</string>
</property>
<property name="alignment">
<set>Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop</set>
</property>
<layout class="QVBoxLayout" name="locale_layout"/>
</widget>
</item>
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<item>
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<widget class="QGroupBox" name="cleanup_group">
<property name="title">
<string>Cleanup</string>
</property>
<property name="alignment">
<set>Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop</set>
</property>
<layout class="QVBoxLayout" name="cleanup_layout">
<item>
<widget class="QPushButton" name="clean_keep_manifests_button">
<property name="text">
<string>Clean, but keep manifests</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="clean_button">
<property name="text">
<string>Remove everything</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<widget class="QGroupBox" name="metadata_group">
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<property name="title">
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<string>Platforms</string>
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</property>
<layout class="QVBoxLayout" name="metadata_layout">
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<item>
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<widget class="QCheckBox" name="fetch_win32_check">
<property name="text">
<string>Include Win32 games</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="fetch_macos_check">
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<property name="text">
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<string>Include macOS games</string>
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</property>
</widget>
</item>
<item>
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<widget class="QCheckBox" name="fetch_unreal_check">
<property name="text">
<string>Include Unreal engine</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="exclude_non_asset_check">
<property name="toolTip">
<string>Do not load metadata for non-asset games (i.e. Origin games) on start-up.
Disabling this greatly improves start-up time, but some games might not be visible in your library.</string>
</property>
<property name="text">
<string>Exclude non-asset games</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="exclude_entitlements_check">
<property name="toolTip">
<string>Do not load entitlement data (i.e game's date of purchase) on start-up.
Disabling this greatly improves start-up time, but some library filters may not work.</string>
</property>
<property name="text">
<string>Exclude entitlements</string>
</property>
</widget>
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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</item>
<item>
<widget class="QLabel" name="metadata_info">
<property name="font">
<font>
<italic>true</italic>
</font>
</property>
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<property name="text">
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<string>Restart Rare to apply</string>
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</property>
</widget>
</item>
<item>
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<widget class="QPushButton" name="refresh_metadata_button">
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<property name="text">
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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<string>Refresh metadata</string>
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</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<spacer name="right_vspacer">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>40</height>
</size>
</property>
</spacer>
</item>
</layout>
</item>
</layout>
</widget>
<resources/>
<connections/>
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</ui>