CloudSaves: don't save `save_path` in case it hasn't changed
IconGameWidget/ListGameWidget: Remove dead code
RareCore: add string translations
utils/paths: Use `AppDataLocation` instead of deprecated `DataLocation`
This allows to complete from relative paths, such use exe override
Fix constructor argument names to follow Qt's types.
Set the same filters as the dialog for the completer.
Use the completer's icon provider for the dialog.
Force Rare to use Qt's file dialog instead of the native one.
`egl_unintall` and `egl_export` try to access EGL's programdata folder which raises an exception if the folder doesn't exist (Windows) or it isn't specified (Linux). Copy the relevant bits from LegendaryCore to LgndrCore and create two new methods that only manipulate the `.egstore` folder.
If the save path wasn't known at startup, dt_local will be None. This led
to the UI displaying wrong information about the local save. Detect that
case and resolve the save's status again.
This specifically helps with games that have selectable downloads.
If we import a game with SDLs without any `install_tags` in the config
we will verify against the full game, meaning that files missing will
cause the verification to fail despite the game being correct. Since the
game is correct, resolving the download will result in a 0 size update.
This change will allow the InstallDialog to finish through the Install
button successfully despite having nothing to install.
On the `lgndr` side things are more complicated. Due to minor oversights
in legendary, the `install_tags` in the above example wouldn't be written
to the configuration file, causing a verification loop because the file
list wouldn't be filtered. To fix that, we also save legendary's config
file at the end of cleaning after a 0 size download.
When importing a game, the first thing being checked for import information
is `<install_dir>/.egstore`. Due to erroneous handling, that directory can
contain multiples of `.mancpn` and `.manifest` files. This could lead to
importing an older version as legendary expects only one pair of these
files to exist in that directory.
The `.egstore` folder is normally updated/created as part of synchronizing
with EGL. To aid with importing games in the future, we always export this
data for Rare to be able to import games between different OSes
We don't need to know if Origin is installed before launching the window,
so we can save on startup time by executing the worker after the window
has become visible.
To save time and requests, bulk get saves for all games and
load them into each respective RareGame.
Co-authored-by: Dummerle <44114474+dummerle@users.noreply.github.com>
Seems like Epic are changing their API again, and some image types have been renamed. This made the list of updates to be empty after filtering it for image types we could handle. This also had the side effect of an infinite recursion when downloading images, as the resulting pixmap would be null.
To fix this situation, the new image type has been added, and the image loading in RareGame has become two methods, one for loading and one for setting it.
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
- Show text on widget if save is not up-to-date
- Fix text in game info -> cloud saves
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
This is the last change of the `backend_refactor` branch. This makes
`RareCore` the centerpiece of Rare by moving initialization before the UI
is brought up. RareCore is now in control of creating and querying `RareGame`
objects, re-introducing the ability (incomplete) to refresh the games library.
As a result, ApiResults has been removed.
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
The reason is that `sys.excepthook` is a global attribute which we
have to unset for threads because we show a Qt dialog in it and we
can't do that from threads. Before this change, we used to unset
it in threads, but since it is a global attr, that was unsetting it
for the whole application. We cannot reliably reset it because we
can have multiple threads executing and there will be race conditions.
To fix this situation, `RareAppException` implements a callback to
be patched into `sys.excepthook` which emits a signal to be serviced
by the the `RareAppException` instance in the main thread.
`RareAppException` can be subclassed to implement the
`RareAppException._handler` method for domain specific handling.
The `RareApp` base class instantiates its own `RareAppException`
instance for early basic handling. `RareAppException` is subclassed
into `RareException` and `RareLauncherExcpetion` in `Rare` and `RareLauncher`
respectively to implement the aforemention domain specific handling.
Each of these classes deletes the previous instance and replace it
with their specialized handlers.
When the button gets clicked on, it receives keyboard focus. Disabling the button
afterwards leads to `focusNextChild` getting called. This makes the scrollarea
trying to ensure that `nextChild` is visible, essentially scrolling to a random widget
The static stylesheet properties are always applied. If there is a theme
stylesheet to be applied, they are appended in the end of the theme
stylesheet.
This removes stylesheet properties from the library widgets, some special
buttons and the queue worker labels.
To update the static stylesheet first edit `rare/resources/static_css/stylesheet.py`
and then execute it as a script.
Widgets that need to implement a title should be of a dual subclass
of any `QWidget` subclass and the `SideTabContents` class which provides
the signal.
Word wrapping allows ElideLabel to resize first inside flexible sized
areas such as the contents widget of a scrollarea. This allows the contents
widget to properly resize itself to avoid horizontal scrolling.
Word-wrapping also enables the widget to resize vertically. To avoid that
ElideLabel is set to a fixed height based on font metrics. An overloaded
method `setFixedHeight` has been added to disable it when desired.
EglSyncGroup: Replace estimated path label with a ElideLabel because
the displayed message was expanding the scrollarea.