* Add options in settings to not request non-asset games and entitlements.
This greatly improves startup time but reduces functionality a bit. Both
options are disabled by default.
* Remove the old options to exclude Win32 and Mac games as they were no longer relevant.
* Add a performance context manager to log execution time when used.
* Fixed an issue with UbisoftGroup where multiple threads would spawn.
* Uninstalling the Overlay now goes through the same procedure as
uninstalling any other game.
* The available prefixes are now listed instead of hiding them inside
a combo box.
* Each listing works indepedently to enable/disable the Overlay for the prefix
The new methods are the following
* `has_update`: to check for updates
* `is_enabled`: checks if the overlay is enabled (on wine platform, on prefix)
* `enable`: enables the overlay (on wine platforms, on prefix, for app_name)
* `disable`: disables the overlay (on wine platforms, on prefix, for app_name)
* `install`: Install using Rare's existing facilities
* `uninstall`: Uninstall using Rare's existing facilities
These properties or methods were moved to RareGameBase
* `version`: For RareEosOverlay and maybe RareGameSlim
* `is_origin`: For RareGameSlim
* `install_path`: A partial Origin-unaware version
* `is_mac/is_win32`: For completeness
New methods
* `is_overlay`: For the download manager
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
* Don't hide irrelevant elements in Windows, disable them and use them as information
* Create the `Manifests` folder in ProgramData if its parent exists.
Instead of loading images in the showEvent of the MainWindow,
load them in the showEvent of each widget. It seems to reduce
the startup stuttering this way. With some more work
we can only load the images for the widgets that are currently
visible and reduce the stutter even more.
At the same time, reduce the number of concurrent downloads
in the image manager and add a timeout so we won't halt.
The exception from the timeout is just logged at this point,
and the download is not requeued.
After the PathEdit change that stopped it from emitting the
textChanged signal when instatiated, the available space
calculation wouldn't take place, so do it when the dialog
becomes visible.
Previously a lot of things would start running concurrently at
startup as we were setting up the UI. This removes a considerable
amount of perceived delay.
Note: there are better ways to make sure forms are populated when they
are viewed, such as each widget's `showEvent()`
* Load and populate Ubisoft information when the page is shown instead of startup.
* List all Ubisoft games, and differentiate based on whether they been redeemed.