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Remove names from badge objects
The names attached to the BadgeStatus object are obsolete and unneeded and are removed from everything that uses them. All BadgeStatus references are updated to just Badge.
This commit is contained in:

committed by
Admiral H. Curtiss

parent
3b61b6d816
commit
1e9e0cd2d7
@ -47,12 +47,6 @@ public:
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using NamedBadgeMap = std::unordered_map<std::string, const Badge*>;
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static constexpr size_t MAX_DISPLAYED_LBOARDS = 4;
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struct BadgeStatus
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{
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std::string name = "";
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Badge badge{};
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};
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static constexpr std::string_view DEFAULT_PLAYER_BADGE_FILENAME = "achievements_player.png";
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static constexpr std::string_view DEFAULT_GAME_BADGE_FILENAME = "achievements_game.png";
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static constexpr std::string_view DEFAULT_LOCKED_BADGE_FILENAME = "achievements_locked.png";
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@ -108,12 +102,12 @@ public:
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void SetSpectatorMode();
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std::string_view GetPlayerDisplayName() const;
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u32 GetPlayerScore() const;
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const BadgeStatus& GetPlayerBadge() const;
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const Badge& GetPlayerBadge() const;
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std::string_view GetGameDisplayName() const;
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rc_client_t* GetClient();
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rc_api_fetch_game_data_response_t* GetGameData();
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const BadgeStatus& GetGameBadge() const;
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const BadgeStatus& GetAchievementBadge(AchievementId id, bool locked) const;
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const Badge& GetGameBadge() const;
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const Badge& GetAchievementBadge(AchievementId id, bool locked) const;
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const LeaderboardStatus* GetLeaderboardInfo(AchievementId leaderboard_id);
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RichPresence GetRichPresence() const;
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const NamedBadgeMap& GetChallengeIcons() const;
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@ -176,7 +170,7 @@ private:
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static void Request(const rc_api_request_t* request, rc_client_server_callback_t callback,
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void* callback_data, rc_client_t* client);
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static u32 MemoryPeeker(u32 address, u8* buffer, u32 num_bytes, rc_client_t* client);
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void FetchBadge(BadgeStatus* badge, u32 badge_type, const BadgeNameFunction function,
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void FetchBadge(Badge* badge, u32 badge_type, const BadgeNameFunction function,
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const UpdatedItems callback_data);
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static void EventHandler(const rc_client_event_t* event, rc_client_t* client);
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@ -190,15 +184,15 @@ private:
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Badge m_default_game_badge;
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Badge m_default_unlocked_badge;
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Badge m_default_locked_badge;
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BadgeStatus m_player_badge;
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Badge m_player_badge;
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Hash m_game_hash{};
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u32 m_game_id = 0;
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rc_api_fetch_game_data_response_t m_game_data{};
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bool m_is_game_loaded = false;
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BadgeStatus m_game_badge;
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Badge m_game_badge;
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bool m_display_welcome_message = false;
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std::unordered_map<AchievementId, BadgeStatus> m_unlocked_badges;
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std::unordered_map<AchievementId, BadgeStatus> m_locked_badges;
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std::unordered_map<AchievementId, Badge> m_unlocked_badges;
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std::unordered_map<AchievementId, Badge> m_locked_badges;
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RichPresence m_rich_presence;
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std::chrono::steady_clock::time_point m_last_rp_time = std::chrono::steady_clock::now();
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