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Author SHA1 Message Date
loathingKernel 5bf353ec37
Rare: Replace QToolButton with QPushButton
QToolButton is not really designed to be used in the way we did and since
QPushButton supports having a menu attached to, we can replace tool buttons
in most cases.

* Fix the presentation of the TabButtonWidget by updating RareStyle's css

* Reduce the size of the top tab bar to save vertical space.

* Remove infoLabel property
2024-02-21 20:25:03 +02:00
loathingKernel 8dbce8e9f2
Rare: rename icon function to qta_icon 2024-02-21 13:30:41 +02:00
loathingKernel 582b83c12b WIP 2024-02-12 21:52:08 +02:00
loathingKernel 17066f9a67 Rare: cherry-pick some of sourcery suggestions 2024-02-12 21:52:07 +02:00
loathingKernel af6d7c5055 Various WIP
* Use `vars()` instead of directly accessing `__dict__`
* Remove `auto_update` from RareGame's metadata
* Correct check for updating the Steam App ID (We want to keep any changes from the user)
* Collect both Wine and Proton prefixes when removing overlay registry keys.
* Add few convenience functions in config_helper and paths.
2024-02-12 21:52:07 +02:00
loathingKernel 3c01cfc0a8 EosOverlay: Fix a few remaining issues
* Don't create path when preparing overlay download, it fails on updates.
* Concatenate the overlay install path in InstallDialog instead of passing it as `base_path`
* Respect RareGame state in in the EOS overlay form
2024-01-19 14:54:09 +02:00
loathingKernel 89486f882e EOSGroup: Add the option to select which overlay installation to enable 2024-01-19 00:57:16 +02:00
loathingKernel a246f4ee16 EosGroup: Remake the UI and integrate with Rare's facilities
* 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
2024-01-19 00:57:16 +02:00
loathingKernel 870aeea748 EOSGroup: Use UI membership instead of double inheritance 2023-12-24 21:08:26 +02:00
loathingKernel 6d3dd3784e
RareCore: Temporarily disable automatic egl sync and remove UI option.
Also set some more defaults for legendary because Rare lacks support for
them. Forced at startup.

* Set `disable_auto_crossover` to `false` because we don't support CX yet.
* Set `egl_sync` to `false` because issues.
2023-12-23 13:38:29 +02:00
loathingKernel dfa60aa99f
ImportGroup: Add platform selection when importing games.
If we are importing multiple games, default to importing the native platform
if the game supports it, otherwise fallback to the Windows platform
2023-12-17 01:20:07 +02:00
loathingKernel 5f5e471169
RareGameBase: Add default_platform property
This property reports the default platform to use for a game based
on legendary's configuration and if they platform is available in the
game's assets.

Using that property we can make better choices on what platform to operate
on without user intervention. Currently we use it to infer the platform
in when installing, importing, and calculating game versions.
2023-12-16 14:02:53 +02:00
loathingKernel 0bd34af720
ImportGroup: calculate correct install dir when importing game 2023-12-16 01:28:37 +02:00
loathingKernel db588ed4e2
Use legendary's installation directory inference 2023-12-16 00:40:15 +02:00
loathingKernel cada2ae985
ImportWorker: Use default platform when importing, fallback to Windows if there is no assets for the platform 2023-12-15 17:56:33 +02:00
loathingKernel 1677ea762c
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.
2023-12-15 16:57:32 +02:00
loathingKernel d563421391
EGLSyncGroup: Properly find the correct rows to insert widgets 2023-12-12 01:23:18 +02:00
loathingKernel b5a18f2858
ImportGroup: Properly find the row when inserting path_edit and app_name_edit 2023-12-12 01:23:18 +02:00
loathingKernel 38cc1f34a2
ImportGroup: Update the form when each time it is shown
Reduces startup time and outdated information in the completer/checks.
2023-12-10 23:43:46 +02:00
loathingKernel e1c1d01958
ImportGroup: Use get_boolean_choice factory insteand of lambda 2023-12-10 22:44:19 +02:00
loathingKernel df0f7603f2
ImportGroup: Don't enable the Import Game button if import is running 2023-12-10 22:12:17 +02:00
loathingKernel 70af132da1
EOSGroup: Check for 'user.reg' file to validate prefix path 2023-12-03 17:01:05 +02:00
loathingKernel a355339016
EGLSyncGroup: Resolve EGL manifest path on showEvent() 2023-12-03 11:21:51 +02:00
loathingKernel 3e7408ee8f
EGLSync: Update the widget when it is shown for the first time
* Don't hide irrelevant elements in Windows, disable them and use them as information
* Create the `Manifests` folder in ProgramData if its parent exists.
2023-11-29 13:16:52 +02:00
loathingKernel c0ac23b21d
Ubisoft: Update Ubisoft redemption widget to use RareCore
* 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.
2023-11-28 17:15:45 +02:00
loathingKernel 7218f0b696
ImportGroup: Add force import option.
When checked, the check for missing files will be skipped, allowing
for games missing too many files or their executable to be imported.
2023-05-07 16:33:08 +03:00
loathingKernel 184be66662
ImportGame: Pass app_name through the signal to resolve some information
Not working particularly well, since setting the path tries to auto-detect
the `app_name`, but it doesn't break anything either.
2023-05-03 17:27:36 +03:00
lennard 672bc814ba Fix import game 2023-05-03 12:32:12 +02:00
loathingKernel 837b391350
PathEdit: Allow for the completer's root path to be set at runtime.
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.
2023-03-15 22:49:18 +02:00
loathingKernel fee1f34451
ImportGroup: Rename button slot 2023-03-13 12:29:33 +02:00
loathingKernel e263523a76
ImportGroup: Constrain QStackedWidget from resizing when changing contents
Fix its size to the import button's size.
2023-03-13 00:58:16 +02:00
loathingKernel 5748d0e6ee
RareCore: Manage initialization in RareCore instead of LaunchDialog
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>
2023-03-07 17:11:21 +02:00
loathingKernel 0e161eb4d2 Use Worker base class for runnables in legendary settings and ubisoft widget.
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
2023-02-27 23:49:44 +02:00
loathingKernel 5ba368a5bf SideTabContainer: Use a signal to update the title instead of monkeypatching setTitle method into the widget
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.
2023-02-21 15:27:52 +02:00
loathingKernel a3d09ae288 Code cleanup: Use pass instead of ellipsis (...) for abstractmethods
Fix a few other issues pointed out by MultisampledNight

Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
2023-02-20 15:31:04 +02:00
loathingKernel 3e827f4ece ElideLabel: Enable word-wrapping for elided labels.
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.
2023-02-20 14:26:14 +02:00
loathingKernel dd6df40e40 ExtraWidgets: Remove SideTab widgets and update imports 2023-02-18 17:33:25 +02:00
loathingKernel 5938835249 ExtraWidgets: Remove IndicatorLineEdit and PathEdit and update imports 2023-02-18 17:29:41 +02:00
loathingKernel ecc1bd8d5c IndicatorLineEdit: Run edit callback function asynchronously
Execute the edit callback function in a thread. By executing it in a thread
we don't have to wait for longer validation procedures to finish to
continue updating the UI. This is most notable in the MoveGamePopUp
which is heavy on disk IO.

Because we cannot use special text formatting in a thread, the
indicator messages have been reworked while also becoming extensible.

A dictionary of extended reasons can be specified through the
`IndicatorLineEdit.extend_reasons()` method.

The dictionary has to follow the following format
```
python
{
	MyIndicatorReasons.REASON: self.tr("Reason message")
	MyIndicatorReasons.OTHER_REASON: self.tr("Other reason message")
}
```

In the above example `MyIndicatorReasons` is a subclass of `IndicatorReasons`
which should be specified as follows

```
python
MyIndicatorReasons(IndicatorReasons):
	REASON = auto()
	OTHER_REASON = auto()
```
2023-02-18 14:37:37 +02:00
loathingKernel 34a13ea3b2 ApiResults: Mirror the way RareCore from refactor_backend handles non asset items
`LegendaryCore.get_non_asset_library_items()` returns the same tuple
for `game_list, dlc_dict` as for regular games with assets, so
keep the result for API completeness, since `RareGame` can handle those
games properly.
2023-02-07 13:04:33 +02:00
loathingKernel a8bc418e42 Reference tabs by their returned indices instead of hardcoded numbers 2023-02-04 17:38:07 +02:00
loathingKernel 90021e34f2 RareGame: Add enqueue and dequeue signals
They are used to insert and remove updates from downloads when
the installation of a game changes through `RareGame.set_installed`.
They piggy-back the signals with the same names in `GlobalSignals`

When importing a game from EGL, also check
2023-02-04 17:38:07 +02:00
loathingKernel 0830c17ee5 ImportGroup: Add progress reporting in the form 2023-02-04 17:38:07 +02:00
loathingKernel c219f347d1 ImportGroup: Fix missing text due to ElideLabel change 2023-02-04 17:38:07 +02:00
loathingKernel cf5332004a Add name inference based on type in widget_object_name 2023-02-04 17:38:07 +02:00
loathingKernel 9e077f74ed Stylesheets: Refactor css widget selectors based on objectName()
The `objectName()` of onstall and uninstall buttons should be set
to `InstallButton` and `UninstallButton` respectively for them to
pick up their special CSS properties.

Make QToolBox tab text bold

Clean-up deprecated widget object names in the CSS
2023-02-04 17:38:07 +02:00
loathingKernel 65c56bd366 ImportGroup: Handle each imported game as soon as it ready
Emit and handle the each imported game with the progress signal.
The result signal still handles showing the summary of the
process to the user
2023-02-04 17:38:07 +02:00
loathingKernel 620e8f721c ImportGroup: Adjust for RareGame 2023-02-04 17:38:07 +02:00
loathingKernel 4063195b4d DownloadsTab: Refactor downloads tab
When updates are queued, they are removed from the update's list. An exceptions is made
when the queued item comes from repairing (without updating), in which case the update is
disabled for the runtime.

A queued item can be either removed (if it is an update it will be added back to the
updates groups) or forced to be updated now. If a queued item is forced, the currently
running item will be added to the front of the queue. Downloads will be queued if
there is no active download but there is a queue already.

The download thread is now responsible for emitting the progress to `RareGame`

InstallDialog: Pass `RareGame` and `InstallOptionsModel` only as arguments.
The `update`, `repair` and `silent` arguments are already part of `InstallOptionsModel`
`RareGame` is used to query information about the game.

InstallInfoWorker: Pass only `InstallOptionsModel` as argument
Emit `InstallQueueItemModel` as result, to re-use the worker when queuing stopped games

RareGame: Query and store metadata property about entitlement grant date
RareGame: Add `RareEosOverlay` class that imitates `RareGame` to handle the overlay

LibraryWidgetController: Remove dead signal routing code, these signals are handled by `RareGame`
Directly parent library widgets instead of reparenting them

GameWidgets: Remove unused signals

EOSGroup: Set install location based on preferences and use EOSOverlayApp from legendary

GamesTab: Connect the `progress` signals of dlcs to the base game's signals
GamesTab: Remove dead code

GlobalSignals: Remove `ProgresSignals`

RareCore: Mangle internal signleton's names

Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
2023-02-04 17:38:07 +02:00
loathingKernel 8dd58dc5e9 EGLSync: Subclass EGLSyncListGroup and EGLSyncListItem
Subclass `EGLSyncListGroup` and `EGLSyncListItem` into import/export
specific classes. This way we don't have to specify the type of
operation at instatiation and improves code clarity and intention.

Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
2023-02-04 17:38:07 +02:00