The default widgets only implement the settings for the `default` "app_name"
The game specific widgets sub-class the default widgets and implement
whatever they additionally need locally.
Remove multiple calls to save config and save when the game settings gets hidden.
* 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.
This allows compatibility tools that use the SteamAppId environment
variable to make decisions or apply fixes do their job more accurately.
Also use the stored variable to provide a link to protondb through
the grade label in GameInfo.
The steam grades now use the orjson library to load Steam's ~6MB
database faster.
* 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
Because there are two dialogs for editing optional downloads, refactor
the separate implementations to select them into a common reusable widget
and use it in SelectiveDialog and InstallDialog.
To keep dialogs in a common format and allow them to share the same
properties, three classes of dialogs have been implemented inheriting from
each other.
The classes are `BaseDialog` -> `ButtonDialog` -> `ActionDialog`
* Basedialog: is the basis of all dialogs and is responsible for
rejecting close requests from the window manager and the keyboard.
It also restricts access to `exec()` and `exec_()` because they are harmful.
It serves as the basis of Launch and Login dialogs
* ButtonDialog: is offering buttons for accepting or rejecting the presented
option. It implements its own buttons and exposes abstract methods to
implement handling in them. It restricts access to `close()` because these
dialogs should always product a result.
It is the basis of Uninstall, Selective dialogs.
* ActionDialog: in addition to the ButtonDialog, it offers an action buttom
with to validate the form or to make the dialog unable to close. It serves
as the basis of Install and Move dialogs.
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.
* Properly find row to insert sid_edit into
* Use lazy evaluation for logging
* Clean the login forms by using separate layouts for the interactive fields
The forms were updated to be more informative and easier to read.
NOTE: The reason the form is bigger than the contents is because the
QLabels have word-wrapping enabled and as such they substitute width
for height (`hasHeightforWidth`)
* Check for updates each time the page is visited
* Updated links, developers and contributors.
* Use a less difficult to read color for links
The check for updates still happens at startup, there is now a
subsequent check every time the about label is visited.
The update check should be moved into RareCore itself in the future.
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
Also partition the space to left and right layouts, left layout being the
image and the space below it (pending future usage), and right the
information.
Using a ChainMap and this custom model, we can display global environ
variables in the per-game settings, allowin better overview and
simpler override.
- 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>
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.