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Refactored Challenge Icons to handle icon updates
If an icon is displayed on screen before it downloads, it was displaying a default icon but it would fail to load the actual icon even after it was downloaded. This fixes that.
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@ -16,6 +16,7 @@
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#include <string_view>
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#include <thread>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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#include <rcheevos/include/rc_api_runtime.h>
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@ -50,7 +51,6 @@ public:
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static constexpr size_t RP_SIZE = 256;
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using RichPresence = std::array<char, RP_SIZE>;
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using Badge = VideoCommon::CustomTextureData::ArraySlice::Level;
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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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static constexpr std::string_view DEFAULT_PLAYER_BADGE_FILENAME = "achievements_player.png";
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@ -116,7 +116,9 @@ public:
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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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const bool AreChallengesUpdated() const;
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void ResetChallengesUpdated();
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const std::unordered_set<AchievementId>& GetActiveChallenges() const;
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std::vector<std::string> GetActiveLeaderboards() const;
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void DoState(PointerWrap& p);
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@ -203,7 +205,8 @@ private:
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std::chrono::steady_clock::time_point m_last_rp_time = std::chrono::steady_clock::now();
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std::unordered_map<AchievementId, LeaderboardStatus> m_leaderboard_map;
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NamedBadgeMap m_active_challenges;
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bool m_challenges_updated = false;
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std::unordered_set<AchievementId> m_active_challenges;
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std::vector<rc_client_leaderboard_tracker_t> m_active_leaderboards;
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Common::WorkQueueThread<std::function<void()>> m_queue;
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